Medium Humanoid, Any Alignment
Armor Class 20 (Plate, shield)
Hit Points 190 (15d12 + 30)
Speed 50 ft., Fly 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
14 (+2)
CHA
15 (+2)
Skills Intimidation +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened
Senses Passive Perception 5
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The Elite has advantage on saving throws against spells and other magical effects.

Improved Critical – Elite weapon attacks score a critical hit on a roll of 19-20

Innate Spellcasting. The Elite's spellcasting ability is Charisma (spell save DC ). It can innately cast the following spells, requiring no material components:

At will: Misty step

 

 

Actions

Multiattack – Elite makes 4 attack with any meele weapon.

  1. Black Legion Longsword - Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (1d8 + 8) magic slashing damage or 14(1d10 + 8) slashing damage if used with two hands.
  2. B.L. Halberd - Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 6) magic piercing damage. 
  3. B.L. Greataxe - Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 20 (2d12 + 6) magic slashing damage. 
  4. B.L. Greathammer - Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 20 (2d12 + 6) magic bludgeoning damage.
  5. B.L. Light Hammer - Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 16 (1d8 + 8) magic bludgeoning damag
  6. B.L.Warbow. Ranged Weapon Attack: +7 to hit, range 100/700 ft., 1 target. Hit: 22 (3d8 + 4) magic piercing damage.

 

 

 

 

Bonus Actions

Black Steel Weapon Summon - The Elite can summon weapons into his hand. If the weapon is not in Elite's hand, it will return to "space" after 2 turns, ready to be summoned agai

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.

Mahamut1492

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