Medium Humanoid (Half-Orc), Lawful Evil
Armor Class 18 (adamantine plate)
Hit Points 160 (16d10 + 72)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws WIS +6, CHA +6
Skills Athletics +8, Deception +6, Intimidation +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Frightened
Senses Passive Perception 16
Languages Common Any one language (usually Common)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Dreadful Aura. Each creature within 30ft of the Ælith must succeed on a DC 13 Wisdom saving throw or be  frightened for 1 minute. If a frightened creature ends its turn more than 30 ft from Ælith, they can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, that creatures is immune to Ælith's Dreadful Aura for the next 24 hours.

Adamantine Armor. Ælith wears adamantine plate armor granting her immunity to critical hits

Actions

Multiattack. The Ælith makes two melee attacks.

Glaive. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10+ 4) slashing damage plus 9 (2d8) necrotic damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Spellcasting. Ælith casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):

2/day each: command, dispel magic, find steed

Bonus Actions

Helping Hands. As a bonus action Ælith can utter a command while removing one hand from a ring on her belt. The hand then animates as if a Dancing Sword for 1 minute; taking on the all statistics of the body it once belonged to. This effect ends if Ælith is incapacitated. Ælith has 1d4-1 helping hands at any given time.

Smite. Immediately after Æhits a target with an attack roll, she can force that target to make a DC 14 Constitution saving throw. On a failed save, the target suffers one of the following effects of Ælith’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.

Reactions

Parry. Ælith adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.

Description

Blackguards are paladins who broke 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.

Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard’s accoutrement or roll on the Blackguard Accoutrements table to determine it.

Monster Tags: NPC

Habitat: Urban

SpellsthatQuell

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