```col-md
flexGrow=2
===
# Dark Knight
Medium humanoid (any race) any
**Armour Class:** 18 (plate)<br>
**Hit Points:** 52 [roll:8d8+16]<br>
**Proficiency Bonus:** <br>
**Movement:** 30
---
| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
|---------|---------|---------|---------|---------|---------|
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
---
**Saving Throws:** Con +4, Wis +2<br>
**Skills:** <br>
**Senses:** passive Perception 10<br>
**Languages:** Common<br>
**Challenge:** 3 / (700XP)
```
```col-md
![[plots/dark-nuns-church/images/dark-knight.png]]
```
Special Abilities
Fearless. The knight has an advantage on saving throws against being Frightened.

Actions
Multi-attack.
The Dark Knight makes two melee attacks.
Great sword.
Melee Weapon Attack: +5 to hit , reach 10 ft., one target.
Hit: 10 slashing damage.
Short sword
Melee Weapon Attack: +3 to hit , reach 5 ft., one target.
Hit: 5 slashing damage.

Description
Dark Knights are Paladin initiates that have abandoned the path of good and now do evil.