Medium Humanoid, Any Non-Good Alignment
Armor Class 17 Studded Leather
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
17 (+3)
INT
16 (+3)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +9, INT +7
Damage Resistances Poison
Condition Immunities Blinded, Deafened, Poisoned
Senses Darkvision 60ft via their dark hood, Passive Perception 14
Languages Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

The Dark Hood. The black hood wears a dark hood over its head completely concealing its identity. The hood also dims any natural or magical lighting in a 5ft radius of the creature. The hood allows for the black hood to use its Shadow Step ability. The dark hood can be removed - to do so, a character must make a melee attack roll targeted against the black hood's acrobatics. If the dark hood is removed, the black hood's identity is revealed and they can no longer use their Shadow Step ability unless in dim light or darkness. 

Once the black hood dies or the dark hood is removed, the dark hood evaporates into shadow.

Evasion. If the black hood is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the black hood instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the black hood deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the black hood that isn't incapacitated and the black hood doesn't have disadvantage on the attack roll.

Shadow Step. While in dim light or darkness, the black hood can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.

Actions

Multiattack. The black hood makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The black hood adds 5 to its AC against one melee attack that would hit it. To do so, the black hood must see the attacker and be wielding a melee weapon.

Brek

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