Divine Eminence. As a bonus action, the Black Hand can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the Hand expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The Hand is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Hand has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, inflict wounds
2nd level (3 slots): hold person, spiritual weapon, silence
3rd level (2 slots): dispel magic, spirit guardians, animate dead
Morningstar. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8) piercing damage.
Channel Divinity: Destroy Undead. Once per Short Rest.
Channel Divinity: Aura of Fear . Once per Short Rest the Black Hand can can create an Aura of Fear around itself with a 10ft radius, which will terrorize creatures within the area of effect upon failing a DC 13 Wisdom saving throw. While frightened by this effect, a creature must take the Dash action and move away by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn out of sight of the Black Hand, it may take a Wisdom saving throw. On a successful save, the effect ends for that creature.
Description
The Black Hands are an order of Bane Priests, the members of which have not yet attained the rank of Black Gauntlet. Commonly known as the "Red Monks" by the common people for the red robes and hoods which they wear over their armor, the Black Hands travel the countryside on secret missions for the Church, known only to them and their dark masters. All Black Hands have vile tattoos of densely written curses and hexes covering their right hands. These marks grant them special powers in combat.
Comments