Medium Humanoid, Any Non-Good Alignment
Armor Class 18 Plate
Hit Points 195 (26d8 + 78)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +8, WIS +7, CHA +9
Skills Athletics +10, Deception +9, Perception +7, Persuasion +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 17
Languages Infernal, Abyssal, Common, and any one extra language.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Aura of Hate. Any fiends and undead within 20 feet of the blackguard captain, gain a +4 bonus to melee weapon damage rolls. 

Vile Influence. The blackguard captain has advantage on charisma skill checks while within 30 feet of fiends or undead. Additionally, the black guard knows the true name of any fiend or undead it summons.

Spellcasting. The blackguard Captain is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, wrathful smite, hellish rebuke
2nd level (3 slots): branding smite, suggestion, darkness
3rd level (3 slots): animate dead, dispel magic, summon undead
4th level (2 slots): summon greater demon, confusion, locate creature

Actions

Multiattack. The blackguard makes three attacks with its greatsword or its crossbow.

Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 5 (1d8) necrotic damage.

Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7 (2d6) poison damage.

Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.

Reactions

Parry. The blackguard captain adds 4 to AC against one melee attack that would hit it. To do so, the blackguard must see the attacker and be wielding a melee weapon.

Description

A leader among the blackguards. These captains have extended their influence and power so that they are deadlier in force and individual might. They are potent spellcasters and skilled warriors who pursue their goals without regard for violence or deception. Almost always sponsored by a powerful undead or fiend, their very bodies become resistant to damage and weep necrotic energies.

Despite their martial prowess, blackguard captains often choose to use deception and manipulation to accomplish their goals. It is common practice among them to deceive the ignorant that they are holy paladins, so that they are accepted and welcomed into a community, so that its people may be used to further their nefarious ends.

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