Multiattack. The black thief makes three attacks, using Glaive, Sheild, Shortbow, or a combination.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 +4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). Each enemy within 30 feet of the black thief must succeed on a DC 13 Wisdom saving throw or be frightened of the black thief for 1 minute. If a frightened target ends its turn more than 30 feet away from the black thief, the target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The black thief casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
2/day each: command, dispel magic, find steed
Smite. Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard’s choice:
Blind. The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Shove. The target is pushed up to 10 feet away and knocked prone.
Parry. The black thief adds 3 to its AC against one melee attack that would hit it. To do so the black thief must be wielding a melee weapon.
Description
Black thieves are paladins who have broken their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.
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