Knight of Shadows

Medium humanoid (any), any lawful

Armor Class 20 (plate, shield)
Hit Points 153 (18d8 + 72)
Speed 30 ft.

18 (+4) 14 (+2) 19 (+4) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Con +8, Wis +6
Skills Intimidation +7, Perception +6, Persuasion +7, Stealth +6
Damage Resistances cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t cold iron
Condition Immunities charmed, frightened
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Umbral
Challenge 12 (8,400 XP)
Proficiency Bonus +4


  • Sunlight Sensitivity. While in sunlight, the knight has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
  • Unseelie Blessing. The knight has advantage on saving throws against being charmed, and magic can’t put them to sleep.


  • Multiattack. The knight makes two Longsword attacks and one Shield Bash attack.
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 10 (3d6) cold damage.
  • Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the beginning of the knight’s next turn.


  • Shadow Commander. The knight casts darkness, requiring no material components. The knight must concentrate on this spell as normal.


  • Shield Master. When the knight is attacked by a creature they can see within 5 feet, they gain a +5 bonus to their AC. If the attack misses, the knight may immediately make a Shield Bash attack against the target.


A grey-skinned figure in an impressive suit of reflective black plate armor towers over you. The cruelness of the spikes of his tower shield are matched only by his sneering smirk.

Humanoids who dwell in the Shadow Realm sometimes pursue the path of a shadow knight to better serve their liege lords. Blessed by the shadow fey, these glorified bruisers are dark reflections of the cavaliers who protect the mortal world.

Dark Arms. Knights of shadow carry shadow fey forged swords and shields imbued with potent magic.

Merely touching the surface of these armaments is enough to drain warmth and vitality.

Sensory Training. Every knight of shadows is trained to fight in magically dark conditions, so they are equipped to deal with the many light-manipulating creatures who haunt the Shadow Realm. They combine their talents for blind fighting with their magical control of darkness to get the drop on unsuspecting foes.

Section 15: Copyright Notice

Book of Ebon Tides © 2022 Open Design LLC; Authors: Wolfgang Baur, Celeste Conowitch.

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