Medium Humanoid (Human), Neutral
Armor Class 18 (plate)
Hit Points 190 (20d8 + 100)
Speed 40 ft.
STR
22 (+6)
DEX
24 (+7)
CON
20 (+5)
INT
19 (+4)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +12, DEX +13, CON +11, WIS +9
Skills Acrobatics +13, Athletics +12, Deception +17, History +10, Investigation +10, Perception +9, Sleight of Hand +13, Stealth +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 19
Languages Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Cunning Action. On his turn, Black Silence can use a bonus action to take the Dash, Disengage or Hide action.

Indomitable (3/Day). Black Silence rerolls a saving throw he fails. A use is expended only if it turns a failure into a success.

Perception Blocking Helmet. Magical darkness doesn't impede the Black Silence's darkvision. No attack can have advantage on Black Silence while he isn't incapacitated.

Weapon Master. Every third weapon attack Black Silence makes on his turn is made with advantage.

Actions

Multiattack. Black Silence uses his Gloves of the Black Silence three times.

Gloves of the Black Silence. Black Silence summons a set of magical weapons with his gloves and attacks with them. Once a specific weapon has been summoned, it can't be summoned again for the rest of the turn.

1. Allas Workshop Lance. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (1d12+9) piercing damage. Whether the attack hits or misses, Black Silence gains a +2 bonus to his AC untill the start of his next turn.

2. Atelier Logic Crossbow. Ranged Weapon Attack: +16 to hit, range 80/240 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if the target is within 40 feet.

3. Crystal Atelier Saber. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 14 (1d8+10) slashing damage. Whether the attack hits or misses, Black Silence can take the Dodge action as a bonus action this turn.

4. Durandal. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) slashing damage, or 14 (1d10+9) slashing damage if used with two hands, and Black Silence deals an extra die of damage with melee attacks until the start of his next turn.

5. Mook Workshop Katana. Melee Weapon Attack: +16 to hit, reach 10 ft., any creatures within 5 feet of a point within range. Hit: 15 (2d4+10) slashing damage.

6. Old Boys Workshop Warhammer. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d8+9) bludgeoning damage, or 14 (1d10+9) bludgeoning damage if used with two hands, and Black Silence gains temporary hit points equal to the damage dealth.

7. Ranga Workshop Daggers. Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d4+10) piercing damage. Whether the attack hits or misses, Black Silence can make another attack with this weapon as a bonus action this turn.

8. Wheels Industry Maul. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6+9) bludgeoning damage, and the target must succeed on a DC 20 Constitution saving throw or be incapacitated until the end of its next turn.

9. Zelkova Workshop Handaxe and Mace. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 12 (1d6+9) slashing damage, plus 12 (1d6+9) bludgeoning damage if Black Silence had advantage on the attack.

Furioso (Recharges after Black Silence Uses All Nine Weapons in his Gloves). Black Silence unleashes a chaotic flurry of attacks with his entire arsenal. Each of the following effects target one creature within 30 feet (a creature can be targeted by one effect, or several):

  • Blunt. The target must make a DC 20 Strength saving throw or take 38 (7d10) bludgeoning damage and reduce its AC by 3 until the end of Roland's next turn.
  • Pierce. The target must make a DC 21 Dexterity save or take 35 (10d6) piercing damage and subtract 10 from its initiative score at the start of the next round.
  • Slash. The target must make a DC 20 Constitution saving throw or take 36 (8d8) slashing damage and start bleeding, taking 9 (2d8) slashing damage at the start of each of its turns until it uses an action to staunch the wound.

If all three effects target the same creature and the target fails all three saving throws, it is stunned until the end of Roland's next turn.

Reactions

Retaliate. When Black Silence is hit with a melee attack within 5 feet, he makes an attack against the attacking creature woth Durandal.

Legendary Actions

Black Silence can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Black Silence regains spent legendary actions at the start of his turn.

Move. Black Silence moves up to his speed without provoking opportunity attacks.

Sumon Weapon. Black Silence uses his Gloves of the Black Silence.

Description

Black Silence from Library of Ruina. A slightly modified Roland, Original creator: by nomiddlename303 on Reddit

 

Monster Tags: NPC

Habitat: Urban

Nax096

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