Medium Humanoid (Human), Neutral Evil
Armor Class 16 Scale Armor
Hit Points 200 (20d10 + 200)
Speed 50 ft.
STR
16 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
17 (+3)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws DEX +9, WIS +9
Damage Resistances Force
Damage Immunities Psychic
Condition Immunities Charmed
Gear Scale Armor, Longsword +3, Cape of billowing, Helm of dread,
Senses Blindsight 30ft, Tremorsense 60ft, Passive Perception 16
Languages Common, Common Sign Language, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Dextrous Strikes: When Blind Swordsman attacks using a melee weapon, He can use his dexterity modifier for attack, and damage rolls.

Extra Attack: Blind Swordsman can use another attack action the same turn he used an attack action.

Was A Good Battle: When Blind Swordsman reaches 0 hitpoint or lower, he immeadiatly recovers half and becomes non hostile to the person, or people who defeated him. He will also reward the Player that does the most damage with his sword if he/she wishes to use it. 

Actions

Longsword +3. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage.

 

Bonus Actions

Black Flame. Blind Swordsman coats his blade in a potent black flame that lasts 1d4 minutes. While the black flame is ignited, all sword attacks do a extra 1d10 fire damage (this fire damage ignores immunity and resistance to fire).

Flame Surge (3/day): Blind Swordsman chooses a point within 30ft that he can see, at that point, a Sphere with a 5ft radious sets on fire with black flames. The fire continues burning for 1d4 minutes even if there is nothing flamable. Any creature that enters that space must role a Dex saving throw or take 6 (2d12) fire damage (this fire damage ignores immunity and resistance to fire). 

Reactions

Parry:  When Blind Swordsman is hit by a melee attack, (As a reaction) He can reduce the incoming damage by half, rounded down. 

Impose Will: When a creature within 60ft of Nameless Swordsman, uses the Disengage action, Blind Swordsman can force the creature to make a DC 18 Wis saving throw, or else they become stunned for one turn. This only works if Nameless Swordsman can see the creature.

Vorpal Escape: When Blind Swordsman is Restrained, or Prone, he can vanish to a harmless, unoccuppied space within 30ft. He can only use this once per long rest

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

Mythic Action Name. 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

My first homebrew, has inspiration from elden ring. Let me know if this isnt balanced but I using this a a encounter for my own group. I can tweak it if this is going to be a regular enemy thi

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.

korbindavis2010

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