Medium Humanoid (Any Race), Lawful Evil
Armor Class 16 Chain and Leather
Hit Points 51 (9d6 + 15)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Skills Athletics +5, Perception +2
Senses Passive Perception 12
Languages Any one language (usually Common)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Unified Command: If a Black Cowl is in the presence of a commanding officer, captain, or other leader, and as long as one or more other Black Cowl Solider is nearby, each Black Cowl will heal 1d6 damage every round at the beginning of their turn. The source of this is a pendant (referred to as their "Coin") which they all wear under their armor. If this pendant is destroyed or taken from the Cowl, the effect ends for the individual. If the Coin is destroyed or taken from the leader or commander, the effect ends for every Cowl in the Party.

Actions

Multiattack. The Black Cowl makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Monster Tags: NPC

Habitat: ArcticCoastalForestGrasslandHillMountainUnderdarkUrban

Pmoe

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