BlackguardMedium humanoid (any species)
- 8 (3,900 XP)
Divine Smite. When the blackguard hits with a weapon, it deals an extra 5 (1d10) necrotic damage (included in the attack).
Maneuvers. The blackguard uses maneuvers (maneuver save DC 15). It has 11 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
3 stamina dice: knockout
Spellcasting. The blackguard is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:
1 mana: absorb spirit, agonizing bargain, bane, command, conviction, destructive wave, detect evil and good, false life, fear, fiendish calling, find steed, inflict wounds, life drain, path to the grave, profane shield, protection from evil and good, spiritual weapon, umbral weapon
2 mana: antilife shell, bestow curse, circle of death, commune, control undead, death ward, eyebite, finger of death, hallow, hellfire, hurl through hell, leathery wings, speak with dead, terrifying visage, wall of terror
Multiattack. The blackguard makes two weapon attacks.
Glaive. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 9 (1d10 + 4) slashing damage, plus 5 (1d10) necrotic damage.
Scimitar. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 7 (1d6 + 4) slashing damage, plus 5 (1d10) necrotic damage.
Shortbow. Ranged Weapon Attack: +3 to hit, range 18/90 m. Hit: 3 (1d6) piercing damage, plus 5 (1d10) necrotic damage.
Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 9 meters of the blackguard must succeed on a DC 13 Will saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 9 meters away from the blackguard, the tar get can repeat the saving throw, ending the effect on itself on a success.