Medium Humanoid, Any Non-Good Alignment
Armor Class 20 (plate+2)
Hit Points 179 (17d10 + 85)
Speed 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws DEX +7, CON +9, WIS +7
Damage Resistances Bludgeoning, Cold, Fire, Necrotic, Piercing, Radiant, Slashing
Condition Immunities Charmed, Frightened
Senses Passive Perception 17
Languages Celestial, Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Weapon +2. The guard wields a +2 Force Greatsword

Smite 3/day. When hitting an opponent with a melee weapon attack, the Blackguard can choose to use Smite, dealing an extra 6d8 radiant damage.

Oath of Protection.
By their oath of service to the emperor of the divine, the blackguard gains the following benefits:

-Advantage on saving throws againt being charmed
- 3/day Misty step
-The black guard learns the eldrich Blast cantrip and the following
Invocations:

Agonizing Blast
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Grasp of Hadar
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.

Repelling Blast
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line

Close Combat Expert. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Take flight 1/day. As a bonus action transluscent wings errupt from the back of the guard granting it flying speed equal to its movmentspeed for 1 hour.

Action Surge 2/day. The guard can push itself beyond its normal limits for a moment. On its turn, it can take one additional action.

Actions

Multiattack. The guard makes 2 Force greatsword attacks or shoots 3 beams of Eldrich Blast

Force Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) [slashing] damage plus 14 (2d8 + 5) [see boss lair action roll (or radiant)] damage. 

When a creature gets hit it must suceed on a DC 17 Strenght Save or be knocked prone and get an additional 1d8+5 see boss lair action damage

Stunning Strike (rechange 5-6). The black guard takes the Multiattack action. On the first hit, the target must suceed on a DC 17 Con save or be stunned until the end of its next turn

Reactions

Sentinel Bodyguard. When a Creature enters the Black guards reach, he can make an Opportunity attack. If the guard hits a creature with an opportunity attack, that creatures movement speed becomes 0 untill the start of its next turn

Lorienna1

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