Medium Humanoid (Half-Elf), Any Lawful Alignment
Armor Class 13 (hide armor)
Hit Points 45 (2d8 + 2)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Skills Perception +2
Damage Resistances Fire, Damage Dealt By Traps
Condition Immunities Charmed, Exhaustion
Senses Passive Perception 13
Languages Any one language (usually Common)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The Black Hand Arcane Soilder's innate spellcasting ability is Intellect (spell save DC 14, +6 to hit with spell attacks). TheBlack Hand Arcane Soilder can innately cast the following spells, requiring no material components:

At will: Detect Magic, See Invisibility, Magic Missile on 3. level, Elemental Weapon, 
2/day each: Counterspell, Maximilian's Earthen Grasp on 2. level,

Pact Tactics. If Black Hand Arcane Soilder has Dal Soilder Group or other Black Hand units in 30 ft. around gives them +3 on every meele damage roll they make.

Actions

Halberd. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Cleave: Black Hand Arcane Soilder can strike two enemy in front of it at the same time; this way the weapon strikes 5 (1d6 + 2) slashing damage. If cleaves opponents on hit it activates the Elemental Weapon's effect on targets (if the Black Hand Sorcerer focuses on the spell).

Fist. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) physical damage.

Longbow. Ranged Weapon Attack: +6 to hit, range 20/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 

The Alien Red. (Recharge 4-6) Ranged Weapon Attack: Creatures in a 30 ft. long and 15 ft. wide cone area must do a 14 DC DEX save or take 12 (4d6) fire damage, on a successful save half the damage. The area starts burning. Who starts it's turn inside or walks through it must take a 14 DC CON save or take 6 (2d6) fire damage. On a successful save half the damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Black Hand Arcane Soilder can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Black Hand. A creature can benefit from only one Leadership die at a time. This effect ends if the Black Hand is incapacitated.

Reactions

1/ Longrest: As a reaction Black Hand Arcane Soilder can cast Misty Step to teleport to an unoccupied place it can see. Black Hand Magician can avoid attacks, ranged spells, arrows this way.

Description

Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.

Previous Versions

Name Date Modified Views Adds Version Actions
11/10/2019 12:07:42 AM
47
3
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Coming Soon
1/10/2021 11:38:09 PM
86
1
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Coming Soon
6/28/2021 1:20:41 PM
90
1
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Coming Soon

Monster Tags: NPCHuman

Habitat: ForestGrasslandMountainUrban

Napalma

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