b'Black Knight Commander \n'b'  Medium   humanoid  (any race),  lawful evil  \n'b'  Armor Class  18 (plate)  Hit Points  91 (14d8 + 28)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  10 (+0)  CON:  14 (+2)  INT:  12 (+1)  WIS:  13 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +3,  Wis  +4,  Cha  +5  Skills   Animal Handling  +7,  Athletics  +7,  Intimidation  +5  Senses  passive  Perception  11  Languages  any two languages  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Hateful Presence . Each friendly creature within 10 feet of the black knight commander gains a +2 bonus on weapon  damage rolls  but can\xe2\x80\x99t use the  Help  action. \n'b'  Locked Saddle . The black knight commander can\xe2\x80\x99t be forced  prone , dismounted, or moved against its will while mounted. \n'b'  Mounted Charge . If the black knight commander moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance  attack  on the same turn, the commander can use a bonus action to  command  its mount to make one melee weapon  attack  against that creature as a  reaction . \n'b'  Mounted Warrior . The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can\xe2\x80\x99t be  charmed  or  frightened . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The black knight commander makes one Lance  attack  and two Mace attacks. If the commander is mounted, its mount can then make one Hooves  attack . If both Mace attacks hit one creature, the target takes an extra 7 (2d6) bludgeoning damage. \n'b'  Lance .  Melee Weapon Attack : +7 to hit, reach 10 ft., one target.  Hit : 10 (1d12 + 4) piercing damage. \n'b'  Mace .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) bludgeoning damage. \n'b'  Frightful Charge (Recharges after a Short or Long Rest) . While mounted, the black knight commander lets loose a terrifying cry. It then moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn\xe2\x80\x99t provoke opportunity attacks. The first time it enters a creature\xe2\x80\x99s space during this move, that creature must make a DC 15  Dexterity  saving throw. On a failure, a creature takes 28 (8d6) bludgeoning damage and is  frightened  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  frightened . A  frightened  creature can make a DC 15  Wisdom  saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' ABOUT \n'b' The black knight commander strikes an imposing figure upon its chosen mount; one that inspires bloodlust in its allies and fear in its foes. Devoted to its own twisted code, the black knight commander has a sense of honor but spares no compassion for those who stand in its way. Whether the knight fights for a dark lord or a demonic god, all its foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory.'