Medium Humanoid, Neutral
Armor Class 14 Natural Armor
Hit Points 137 (16d8 + 6)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +8, WIS +7
Skills Arcana +5, Religion +4
Damage Resistances Piercing
Condition Immunities Blinded
Senses Truesight - 30 ft, only when a spell has been casted, Passive Perception 20
Languages Common, Draconic, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Astral Projection. The Black Robes can expend one spell slot to use their Force Palm action on a person. If so, the person has to take a bonus action or an action to return back to their normal body. The Black Robes are the only ones who can actually contact with astral spirits, though their astral selves cannot fight the Black Robes.

Spellcasting. The Black Robe is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +6 to hit with spell attacks). The Black Robes has following Wizard spells prepared:
Cantrips (at will): Acid Splash, Mage Hand, Minor Illusion, Poison Spray
1st level (4 slots): Mage Armor, Comprehend Languages, Sleep, Burning Hands

2nd level (3 slots): Cloud of Daggers, Darkness, Phantasmal Force

3rd level (3 slots): Fireball, Animate Dead, Vampiric Touch

4th level (1 slot): Arcane Eye

Actions

Force Palm. When they touch a person, they can expend on spell slot to project that person's astral self out of them.

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d4 + 6) bludgeoning damage. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Dodge. The monster can take a reaction to dodge out of the way of attacks that may hit it within 10 feet of it.

Counterattack. If the attacker is within 5 feet of them, the Black Robe can use their reaction to do a quick Unarmed Strike attack against its attacker.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Unlike the Candlekeep guards, these guys where black-clad robes embroidened by a red eye symbol on their hood.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: HillMountainUnderdarkUrban

JinChanglingRogue

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