Medium Humanoid (Any Race), Lawful Evil
Armor Class 17 Studded Leather
Hit Points 67 (9d8 + 27)
Speed 30 ft., Swim 15 ft., Climb 15 ft.
STR
14 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
13 (+1)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws DEX +7, CON +5, WIS +5
Skills Perception +5, Stealth +6
Damage Resistances Poison
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Blindsight 300 ft., Tremorsense 20 ft., Passive Perception 13
Languages Common, Draconic, Dwarvish, Elvish
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Blind. The Blindguard cannot use vision or darkvision.

Actions

Message. The Blindguard broadcasts a short message via telepathy. This massage can only be heard by a creature wearing a blindsight cloth and only if they are on the same plane of existence.

Multiattack. The Blindguard makes three attacks.

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Slashing damage. 

Pistol. RangedWeapon Attack: +9 to hit, range 120 ft., 1 target. Hit: 8 (1d6 + 5) Piercing damage. At the beginning of the target's next turn, for each attack that hit, the target takes an additional 1d4 bludgeoning damage and one of the following effects takes place chosen at random by a roll of 1d4:

1. The target is poisoned until the start of its next turn.

2. The target may not take reactions until the start of its next turn.

3. At the start of the target's next turn, it must make a DC 13 constitution saving throw or take 1 slashing damage each time it takes an action, bonus action, or uses more than 10 feet of its movement.

4. The target makes one fewer attacks on this turn if it would make more than one. 

Reactions

Quick Feet. The blindguard takes the dodge action as a reaction.

Habitat: Urban

Schleme

Comments

Posts Quoted:
Reply
Clear All Quotes