Medium Undead, Lawful Neutral
Armor Class 18 Plate Armor
Hit Points 135 (15d10 + 40)
Speed 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +9, CON +8
Skills Athletics +8, Insight +7, Intimidation +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 13
Languages Abyssal, Common, Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The Black Guard has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Black Guard's spellcasting ability is Charisma (spell save DC 17). The Black Guard can innately cast the following spells, requiring only verbal components:

At will: Toll the Dead, Sacred Flame, Detect Evil and Good

2/per day each: Blinding Smite, Hunter's Mark

Soul Binding. The Black Guard's soul is bound to the umbrella it carries. When it is brought down to 0 hp, instead of dying, the Black Guard is trapped within the umbrella, forcing any other creature trapped within it out. If the Black Guard is forced out of the umbrella before a 24h time period,it returns with 1 hp.

Actions

Multiattack. The Black Guard deals up to three meelee attacks.

Umbrella. The Black Guard slams the umbrella onto a creature in front of him. (Meelee attack. Attack: +9 to hit. Range: 5 ft., one target. Hit: 2d6+5 bludgeoning damage)

Judgement Bell (3/per day). As a bonus action, the Black Guard rings the bell it carries, making a supernaturally strong sound that travels up to a 120 ft. radius sphere centered on the Black Guard. Any creature within range that can hear the bell must make a Wisdom saving throw (DC 15) or become stunned, losing the next turn. Evil-aligned creatures have a disadvantage on the saving throw.

Teleport. As a bonus action, the Black Guard can throw its umbrella and teleport up to 120 ft from its original spot. Its soul returns to the umbrella, and the creature previously within the umbrella is forcibly extracted.

Description

One of the Twin Guards of the afterlife, the Black Guard's duty is to punish evil-aligned souls before they are sent to hell and judge those who wish to move to the realm of death before reaching their time. Brutish and strict, the Black Guard imposes an aura of fear into those who enter his path.

Lair and Lair Actions

The Black Guard resides by the margin of the river where it has died. It has supernatural control of the river and rarely leaves its spot by the margin, nor does it enter the water.

Lair Actions

On initiative count 3 (losing initiative ties), the Black Guard takes a lair action to cause one of the following effects; the Black Guard can’t use the same effect two rounds in a row:

  • Heavy rain pours down on a 60 ft. radius centered on the Black Guard, giving any hostile creature disadvantage on attack rolls. This rain lasts for 3 turns or if the other lair action is used;
  • The Black Guard summons either 1d4 Water Elementals or 1d6 Zombies. They are friendly to the Black Guard and will follow its verbal commands, using the Dodge action if no commands are given. This action can only be used once.

Regional Effects

The region containing a Black Guard's lair is tied to the afterlife, which creates one or more of the following effects:

  • Sudden increase in ghosts, shadows, specters and other undead;
  • Sudden nausea (disadvantage on CON saving throws) and the faint sound of bells.

If the Black Guard dies, these effects fade over the course of 2d4 days.

LionstarLeonidas

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