Medium Humanoid, Lawful Evil
Armor Class 16 Studded Leather
Hit Points 28 (4d8 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +6, WIS +5
Skills Arcana +4, Insight +5, Medicine +5, Nature +5
Senses Passive Perception 10
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Medic! As a bonus action, a Black Hand Medic can administer a standard health potion via a syringe to a non-hostile target within 5ft of them for 2d4+2. This special syringe has three charges and is recharged at the next dawn.

Take Cover. As a Bonus action, a Black Hand Medic can take cover at the nearest cover available, be it half, three-quarters, or full.

Actions

Attacks. The Black Hand Medic can make one attack with their revolver or two attacks with their dagger

Dagger. Melee Weapon Attack: +5 to hit, reach #5ft, 1 target. Hit: 5 (1d4 + 3) [piercing] damage. 

Revolver. RangedWeapon Attack: +5 to hit, range 40/80 ft., 1 target. Hit: 10 (2d8 + 3) [piercing] damage.

Description

Wearing a long white lab coat with studded leather underneath, the Black Hand Medic works unseen. Conducting experiments that many would consider heretical or outright abominations. Such as granting their officers truesight or the standard soldier darkvision. Depending on their station, a medic can be a true menace without being directly involved.

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2020 10:39:21 AM
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Coming Soon
Forgivenknight77

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