18 (plate armor)
153 (18d8+72)
walk 30 ft.
Wis +5, Cha +5
Athletics +7, Deception +5, Intimidation +5
any one language (usually Common)
8
The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: • 1st level (4 slots): command, protection from evil and good, thunderous smite • 2nd level (3 slots): branding smite, find steed • 3rd level (2 slots): blinding smite, dispel magic
The blackguard makes three attacks with its glaive or its shortbow.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
18 (plate armor)
119 (14d8 + 56)
walk 30 ft.
Wis +5, Cha +5
Athletics +7, Deception +5, Intimidation +5
any one language (usually Common)
8
+3
The blackguard makes three attacks, using Glaive, Shortbow, or both.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage.
Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
The blackguard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): • 2/Day each: command, dispel magic, find steed
Immediately after the blackguard hits a target with an attack roll, the blackguard can force that target to make a DC 13 Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard's choice: Blind: The target is blinded for 1 minute. The blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success. Shove: The target is pushed up to 10 feet away and knocked prone.