Pack Tactics: The Blackguard Militiaman has advantage on an attack roll against a creature if at least one of the Blackguard Militiaman's allies is within 5 feet of the creature and the ally isn't incapacitated.
Martial Advantage: Once per turn, the Blackguard Militiaman can deal an extra 7 2d6 damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Blackguard Militiaman that isn't incapacitated.
Cunning Action: On each of its turns, the Blackguard Militiaman can use a bonus action to take the Dash, Disengage, or Hide action.
Multiattack: The Blackguard Militiaman makes two melee attacks.
Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.
Light Crossbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
Parry: The Blackguard Militiaman adds 2 to its AC against one melee attack that would hit it. To do so, the Blackguard Militiaman must see the attacker and be wielding a melee weapon.
Comments