Brave. Black Hand soilders has advantage on saving throws against being frightened.
Riding. They ride giant spider as their mounts. The riders' health cannot be separated by their mounts. Their HP is added up. The mount has its own advantages: Spider Climb. Web Walker. Web Sense.
Leader on Frontline. If a black hand soilder, or a high priest fights on the side of a Dal Soilder, that Dal Soilders gain +3 damage in 30 fr. distance to them. (+3 to Black Hands if they are in the company of a High Priest)
Multiattack. Black Hand (Spider Rider) makes two actions, one by him and one by the spider.
Lance (Black Hand). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 3) pierceing damage. Thrown: +10 to hit, reach 20-60 ft., one target. Hit: 8 (1d6 + 4) pierceing damage. The Black Hand remains disarmed until he not goes for the weapon that throwed away.
Leadership (Black Hand) (1x / longrest) For 1 minute, Black Hand can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the Black Hand. A creature can benefit from only one Leadership die at a time. This effect ends if the Black Hand is incapacitated.
Bite (Spider). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzedwhile poisoned in this way.
Web. (Spider) (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Parry. The Black Hand adds 2 to its AC against one melee attack that would hit it. To do so, the Black Hand must see the attacker and be wielding a melee weapon.
Description
Black Hands are warriors who pledge service to rulers, religious orders. A Black Hand soilder needs to avoid temptations because they serve the religious duty of Dal's crystals. They are patrolling a realm in company of soilders to accomplish duties, orders. The most of them stays in the cave city of Underdal and serve as the High Priest's bodyguard.
Lair and Lair Actions
Underdal's leading area, the way to the keep is full of webs. These areas are heavy terrain and half the movement speed inside webbed zones. Those who walk atleast 10 ft. inside the webs must take a DC 12 Strength check, or become restrained. Escape DC is 12 Strenght, escapeing is an action. A 5 ft. area of webs have these stats: AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.(they could be destroyed).
Previous Versions
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6/19/2019 10:50:44 AM
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12/27/2019 6:41:23 PM
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