Blood Pact. As part of being Daresso's bodyguard and partner in Demonology, Black underwent a blood pact that ties a cursed bond between himself and Daresso. Black has a pool of extra 70 hp. While the pool has at least 1 hp, Daresso gains the effect of Warding Bond if Black is within 60ft of Daresso. This extra HP counts into Black's total HP.
Lucky. When Black rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
Brave. Black has advantage on saving throws against being frightened.
Mobile. Black's speed increases by 10 feet. When he uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, whether he hit or not.
Adamantine Breastplate. Black ignores critical hit and registers it as a normal hit.
Superiority Dice. Black learned the following manoeuvres that he may do 5d10/rest:
Grappling Strike, Rally, Disarming Attack, Evasive Footwork, Trip Attack, Parry, Riposte
Action Surge. Black can use action surge 1/rest.
Indomitable. Black can reroll a saving throw that he fails 2/rest.
Know Your Enemy. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn information about its capabilities compared to your own: Strength score, Dexterity score, Constitution score, Armor Class, current HP, total class levels (if any), fighter class levels (if any)
Multiattack. Black can attack 3 times, 4 if he uses his bonus action.
Scimitar of Speed. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 9) slashing damage.
Seeker Dart. Ranged Weapon Attack: DC 18 Dexterity, range 120 ft., 1 target. Hit: 5 (1d4 + 5) piercing damage and 8 (3d4) Lightning damage.
Second Wind. Black regains 1d10 + 13 HP.
Defensive Duelist. When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 5 to your AC for that attack.
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
Hired as a cutter in case things went awry and the crew had to draw steel. A master swordsman, schooled in an esoteric sword style that combines acrobatics with a silken sash that is used to entangle the opponent. Almost always drunk. Hands are scarred and calloused from years of combat, and where his left ear used to be, there is only a pink scar and a hole. Now a prominent member of the Wrong People, serves as Daresso’s bodyguard.
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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