Monster · Boss Fiend
Black Knight
To do.
- Name
- Black Knight
- Type
- Boss Fiend
- Danger Level
- F
- Hp
- 260
- Mana
- -
- Ap
- 4
- Rp
- 6
- Initiative
- +4
- Focus
- 5
- Power
- 7
- Agility
- 4
- Toughness
- 6
- Evasion
- 11 / 24
- Guard
- 7 / 18
- Movement Speed
- 50ft
- Fitness
- 8
- Cunning
- 6
- Reason
- 5
- Awareness
- 6
- Presence
- 4
- Notable Skills
- Riding+18, Perception+16, Athletics+18, Intimidation+14
- Light Attack
- +5 Accuracy, 2d4+7
- Heavy Attack
- +5 Accuracy, 4d6+14
- Strong Against
- Ranged heavy parties
- Weak Against
- Lancers
- Appearance
- An ominous figure clad in heavy black armor that rides on top of a steed made out of shadows.
- Habitat
- Found in the astra line.
Strategy
The black knight will use Black Knight's Charge whenever it can target someone more than 20ft away. If it is surrounded by 2 or more enemies, it will use Sweep. It will also use sweep if it allows the use of the charge. After using their Black Knight's Charge, it will always use Impale if it can.
Finally, if it ever gets dismounted it will use its Esoteric Art: All Out. It makes blocking useless, but it can still dodge.
Running this monster
A single Black Knight will provide a challenge for an adventuring party. Like all mounted enemies, it will shine in open spaces and struggle in enclosed spaces.

