Medium Humanoid
Armor Class 15
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
12 (+1)
INT
14 (+2)
WIS
20 (+5)
CHA
16 (+3)
Skills Perception +7, Stealth +7, Survival +7
Senses Darkvision 60ft, Passive Perception 17
Languages Protoss, Telepathy 120ft
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Protoss Shields. The dark templar has a protective forcefield.
The dark templar has 40 temporary hit points that recharge
during a short or long rest. While the temporary hit points
remain, the dark templar has the Superior Invisibility trait.
Superior Invisibility. As a bonus action, the dark templar can
magically turn invisible until its concentration ends (as if
concentrating on a spell). Any equipment the dark templar
wears or carriers is invisible with it.
Sneak Attack (1/Turn). The dark templar deals an extra 14
(4d6) damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is within 5
feet of an ally of the dark templar that isn't incapacitated and
the dark templar doesn't have disadvantage on the attack roll.

Actions

Multiattack. The dark templar makes two melee attacks.
Warp Blade. Melee Weapon Attack +5 to hit, reach 5ft, one
target. Hie: 9 (1d8+5) radiant damage.
Invisibility. The dark templar magically turns invisible until it
attacks or casts a spell, or until its concentration ends (as if
concentrating on a spell). Any equipment the dark templar
wears or carriers is invisible with it.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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

Enter a general description for your monster here.

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.

PlacidHysteria

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