Medium Humanoid (Kenku), Neutral Evil
Armor Class 19 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 40 ft., Swim 40 ft.
STR
12 (+1)
DEX
20 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +10, CON +8, INT +7, WIS +8
Skills Acrobatics +8, Deception +15, Medicine +6, Perception +11, Stealth +13
Damage Resistances Necrotic
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Auran, Common ,can only understand these languages. A Death Caller can only speak with the sounds learned through the Mimicry trait.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Death is in the Air:  When a creature within 100 feet of Blackwing is reduced to 0 hitpoints Blackwing recovers health equal to their CR or level x 2.  All of Blackwing's attack rolls and saving throws increases by 1 until the next longrest.

Alert:

  • Blackwing can't be surprised while conscious, or unconscious.
  • You gain a +5 bonus to initiative.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you

Advantageous Positioning: If Blackwing stands behind an enemy he gains advantage to all attack rolls.

Mimicry. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check

Death Call: If Blackwing is reduced to 0 hitpoints he uses his Death Call action regardless of it was previously available or not.  This action is instant and happens immediately as he drops to 0, even if it's his turn or not.

Legendary Resistance (3/Day). If Blackwing fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Blackwing makes 2 attacks with his Death Claws, 1 attack with his Frostsickle, and uses his Irrational Fear ability if active.

Frostsickle. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 6) slashing damage plus 5 (1d10) cold damage.

Death Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 6) slashing damage.

Mounted Mini-Laser. Ranged Weapon Attack: automatic hit, reach 120 ft., one target. Hit: 15 (3d10) force damage.

Irrational Fear (Recharge 5–6). Each creature of the dragon's choice that is within 120 feet of Blackwing and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature who is immune to the frightened condition is not immune to this and rolls with advantage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Blackwing's Irrational Fear for the next 24 hours.

Death Call (Recharge 5–6). Each creature of Blackwing's choice that is within 120 feet of Blackwing must succeed on a DC 18 Constitution saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures with the frightened condition automatically fail.

Bonus Actions

Shadowstep. Blackwing steps back into a shadowy mist.  Blackwing teleports up to 60 feet to an unoccupied space. If he teleports behind an enemy he can make one Death Claw attack or Frostsickle attack.

Reactions

Assassin's Counterspell. Blackwing can use his reaction to stop a creature within 120 feet with a direct line of sight using a spell that has a somatic component.  That creature must make succeed on a DC 16 Dexterity saving throw, having the spell stopped on a fail (but not using up the spell slot).  On a save the creature continues casting the spell as normal. 

Legendary Actions

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

Detect. Blackwing makes a Wisdom (Perception) check.

Mount Mini-Laser Attack. Blackwing makes a Mounted Mini-Laser attack.

Shadow Ambush (Costs 2 Actions). Blackwing steps into a shadowy mist. Each creature within 60 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 24 (4d8 + 6) cold damage and be knocked prone. Blackwing can then move up to half his movement speed.

Description

Blackwing is a trainer for the infamous Assassin group called The Death Callers.  Blackwing was tasked with training new Kenku's who have joined The Death Callers.  He also commands a research facility the Death Callers have repurposed for training purposes and the goal to actively locate the leader of their clan.

Lair and Lair Actions

Blackwing has spent years training new Kenku Death Callers on Death Isle.  He is extremely familiar with the terrain and the constant shadowy atmosphere of the Island.  With shadows being present at all times he is able to move swiftly through the Island never being noticed.  He has never once been noticed by the locals during his travels.

Lair Actions

On initiative count 20 (losing initiative ties), Blackwing takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Blackwing spreads his shadow out in a 30 foot radius centered on his.  This Shadow terrain moves with him.  The terrain is considered difficult terrain.  Each turn Blackwing can choose any creature not affected by the shadow terrain.  Any creature that first enters or starts their turn in the shadow terrain must roll a DC15 Dexterity Saving throw or become restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Sounds of Death Calls fills a 20-foot-radius sphere centered on a point Blackwing chooses within 120 feet of it. No sound can be created within or pass through besides a Death Call or sounds made through the Mimicry trait.  Any creature or object entirely inside the sphere is immune to thunder damage while entirely inside it.  Casting a spell that includes a verbal component is impossible there.  The Death Calls sphere remains until Blackwing dismisses it as an action, uses this lair action again, or dies. Any creature in the sphere when it appears must make on a DC 15 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) psychic damage.
  • Magical darkness spreads from a point Blackwing chooses within 60 feet of it, filling a 15-foot-radius sphere until Blackwing dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

 

user-164044647

Comments

Posts Quoted:
Reply
Clear All Quotes