Tasha, Pwenkin, Yurit, Manithare, Gared, and Ioka form the Darkblades–simple, cruel, and greedy mercenaries. They obey Xentarich unquestioningly and fight to the bitter end provided they are paid. When the ‘Heart of the Iron God’ adventure begins, two Darkblades sleep in area 11 and the other four man the ballistas in area 24.
Medium humanoid (human), lawful evil
Armor Class 18 (half-plate, shield)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
Abilities Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 14 (+2), Cha 11 (+0)
Saving Throws Str +7, Con +5
Skills Athletics +7, Intimidation +3
Senses passive Perception 12
Languages Common, Gnome
Challenge 8 (2,300 XP)
Special Equipment. The darkblade carries a +1 longsword and a potion of superior healing.
Alert. The darkblade gains a +5 bonus to initiative, it can’t be surprised while it is conscious, and other creatures don’t gain advantage on attack rolls against the darkblade as a result of being unseen by it.
Indomitable (3/Day). The darkblade can reroll a saving throw it fails. It must use the new roll.
Multiattack. The darkblade makes two longsword attacks.
+1 Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
The Darkblade can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Darkblade regains spent legendary actions at the start of its turn.
Weapon Attack. The Darkblade makes a weapon attack.
Move (Costs 2 Actions). The Darkblade moves up to its movement speed.
Power Attack (Costs 3 Actions). The Darkblade makes a melee weapon attack with disadvantage. If the attack hits, the Darkblade deals 27 (5d8 + 5) slashing damage, and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or become stunned until the end of its next turn.