Brave. The grunt has advantage on saving throws against being frightened
Brute. A melee weapon deals one extra die of its damage when the grunt hits with it (included in the attack).
Multi-attack: The Grunt can make 2 melee attacks or two ranged attacks with their heavy crossbow.
Crossbows experts: Black Pauldron Soldiers are able to quickly reload their crossbows and are not at disadvantage to shooting while within 5 feet of a creature.
Longsword attack (Melee): (One-handed)+6 to hit 2d8 + 3 slashing damage(13)
(Two-handed) +6 to hit 2d10 + 3 Slashing damage
Heavy Crossbow attack (Ranged): reach 100/400 ft +4 to hit 1d10+1 piercing damage
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
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
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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