Medium Humanoid, Any Evil Alignment
Armor Class 13 Natural
Hit Points 33 (3d4)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
11 (+0)
CHA
8 (-1)
Saving Throws INT +5
Skills Arcana +10, Deception +6, Insight +7, Religion +7, Stealth +5
Damage Resistances Necrotic
Condition Immunities Petrified
Senses Darkvision 30ft, Passive Perception 11
Languages Abyssal, Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

One with shadow. Blackwatch cultist are able to speak to other blackwatch members telepathically and without limit

Spellcasting. They are a 3# level spellcaster with intelligence as their spell casting modifier 
Cantrips (at will): [chill touch], [vicious mockery] 
1st level (3 slots): [false life], [divine favor] 

2nd level (2 slots): [enhance ability], [blindness/deafness]

Actions

Magical disarm. The cultist sends a blast of energy from their hand to disarm an opponent, the target must make a slight of hand check. The check must be at least a 15 to pass

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., # target.  (1d4 + 2) [piercing] damage. 

Flintlock. RangedWeapon Attack: +2 to hit, (1d10 + 4) [piercing] damage.

Bonus Actions

Basic bonus actions 

Prayer to the gods: if the cultist reaches less than 10 hp they can roll a raw d20 and if the d20 is a natural 20 they will gain max health back however if it's a natural 1 they will be sacrificed to the gods 

Reactions

opportunity attack

 

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

A shadow figure wearing dark robes with white symbols painted on them

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.

SteveandMichael

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