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]
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.
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
opportunity attack
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
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.
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