Blackguard | Monster Guide for D&D

Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.

Medium Humanoid (Paladin), Typically Neutral Evil

Armor Class: 18 (plate)
Hit Points: 119 (14d8 + 56)
Speed: 30 ft.

    STR – 18 (+4)
    DEX – 11 (+0)
    CON – 18 (+4)
    INT – 11 (+0)
    WIS – 14 (+2)
    CHA – 15 (+2)

Saving Throws: Wis +5, Cha +5

Skills: Athletics +7, Deception +5, Intimidation +5

Senses: passive Perception 12

Languages: any one language (usually Common)

Challenge: 8 (3,900 XP)

Proficiency Bonus: +3


Multiattack. The blackguard makes three attacks, using Glaive, Shortbow, or both.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) necrotic damage .

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Dreadful Aspect (Recharges after a Short or Long Rest). 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.

Spellcasting. 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


Smite. 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.