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
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.
Enter the description for how bonus actions work for your monster here.
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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