Medium Humanoid (Goliath), Lawful Evil
Armor Class 18 Plate
Hit Points 230 (20d12 + 100)
Speed 35 ft.
STR
20 (+5)
DEX
10 (+0)
CON
17 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws STR +9, CON +7, CHA +8
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning from non magical attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Giant, Undercommon, Abyssal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary resistance (3/day). Blackhammer can choose to pass a saving throw he otherwise would have failed.

Oathbreaker spellcasting. Blackhammer is a 3rd-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). Blackhammer has the following Paladin spells prepared:

1st level (4 slots): command, divine favor, hellish rebuke, inflict wounds, wrathful smite

Actions

Multiattack. Blackhammer can make two weapon attacks.

Black Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 3d8+3 bludgeoning damage.

Brutal burst. Everyone within melee range that Blackhammer can see must make a DC 20 strength saving throw. Upon failure, they are knocked ten feet backward.

Legendary Actions

Blackhammer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Blackhammer regains spent legendary actions at the start of his turn.

Free action (Costs 1 Action). Blackhammer gains an extra action, not including a multiattack.

Motivating anger (Costs 3 Actions). Blackhammer gains back 15 HP, as long as he is under half of his max HP.

Lair and Lair Actions

The Darkhold, fortress of the Agency of the Empire. Black stone encasing sensitive information, deadly warriors, and cryptic decor.

Lair Actions

On initiative count 5 (losing initiative ties), Blackhammer takes a lair action to cause one of the following effects; but can’t use the same effect two rounds in a row:

  • Leave This Place: Shadows bend to surround around those who are not welcome. All within the Darkhold must succeed a Charisma saving throw (DC 18) or be filled with an unnaturally strong desire to flee from this place.
  • Warriors of the Darkhold: The Darkhold sees its intruders, and raises the dead to protect it. One of the ten statues lining the walls of this lair comes to life, taking on the statblock of a skeleton and independently rolling initiative.
EmperorShiny

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