Covering Fire. If a Blackwater Elite uses its action to make a ranged attack against an enemy, then all other Blackwater Elites get +1 to AC from attacks against that enemy.
Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 0) slashing damage.
Repeating Light Crossbow (Make 2 separate rolls). RangedWeapon Attack: +3 to hit, range 5/30 ft., 1 target. Hit: 6 (1d6) piercing damage.
Grenade (1/day): May throw a bomb of spikes and shards of metal. At the start of the Elite's next turn, the bomb explodes within a 15ft radius. Any creature caught within the blast must make a DC 13 Dex saving throw or take 3d6 slashing damage. Half on successful save.
Reaction Name. Enter the description for your action.
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
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.
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