Medium Humanoid, Chaotic Evil
Armor Class 14 Leather
Hit Points 30 (5d8 + 5)
Speed
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws WIS +4, CHA +4
Damage Resistances Necrotic
Senses Passive Perception 12
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 

  • Dark Devotion: The lieutenant has advantage on saving throws against being charmed or frightened.

  • Spellcasting: The lieutenant is a 2nd-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following spells prepared:

    Cantrips (at will):
    Thaumaturgy, Sacred Flame, Toll the Dead

    1st level (3 slots):
    Bane, Inflict Wounds, Shield of Faith

  • Necrotic Rebuke (Recharges on a Short or Long Rest): When the lieutenant takes damage from a creature within 5 feet of him, he can use his reaction to deal 1d6 necrotic damage to the attacker, and the attacker must make a DC 12 Constitution saving throw or be frightened until the end of its next turn.

 

 

Actions

 

  • Multiattack: The lieutenant makes two melee attacks.

  • Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

  • Inflict Wounds (Spell, 1st level): Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (3d10) necrotic damage.

    • The lieutenant will likely use this on a target that has been weakened or on a player who poses a significant threat. This spell can potentially drop a level 1 player in a single hit, making it a dangerous choice but one that adds tension to the encounter.
  • Toll the Dead (Cantrip): Ranged Spell Attack: The target must succeed on a DC 12 Wisdom saving throw or take 4 (1d8) necrotic damage. If the target is missing any hit points, it takes 8 (1d12) necrotic damage instead.

  • Bane (Spell, 1st level): Up to three creatures of the lieutenant’s choice that he can see within 30 feet must make a DC 12 Charisma saving throw. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

  • Shield of Faith (Bonus Action, 1st level): The lieutenant can cast this spell on himself to gain a +2 bonus to AC for up to 10 minutes, providing some extra protection when he’s taking heavy hits.

 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

+4 saving throw

 

  • Opening Moves: The lieutenant will likely open the fight by casting Bane on the most aggressive or dangerous-looking players, trying to hinder their ability to land attacks or resist his spells. He might also cast Shield of Faith on himself if he anticipates needing extra defense.

  • Combat Flow: The lieutenant will use Inflict Wounds on a player who’s within melee range and appears to be a significant threat, such as the party's tank or a damage dealer. He may use his dagger attack on weaker-looking targets, trying to pick off those who are already injured. If a player tries to flee or distance themselves, he might use Toll the Dead to finish them off.

  • Defensive Tactics: If cornered, the lieutenant might use Necrotic Rebuke as a reaction to punish players who are attacking him in melee, possibly frightening them and buying himself time to retreat or cast another spell.

  • If the Fight is Too Hard: You can reduce his hit points to around 25 or limit his use of Inflict Wounds to once during the encounter.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

beestheknee

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