Large Monstrosity, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 100 (10d10 + 30)
Speed 50 ft.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws INT +3, WIS +6, CHA +3
Skills Athletics +11, Perception +9
Senses Truesight 120 ft. (blind beyond this radius), Passive Perception 19
Languages Common, Telepathy up to 120 feet
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Sense. The protector knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.

Actions

Multiattack. The protector makes three weapon attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) slashing damage.

Mage Tracker. The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 120 feet of the hunter that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour.

While marked, a creature can’t become hidden from the hunter and gains no benefit from the invisible condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature.

Reactions

Consume and Destroy. When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 60 feet of the hunter, that creature must succeed on a DC 14 Dexterity saving throw or take the other half of the damage.

Description

City Protectors are hideous metal plated creatures employed by the city to pursue magic-wielders. These creatures can naturally sense magic via the glowing purple gem enbeded in their breast.

City Protectors patrol the streets in small groups to find and destroy magic users. 

DutchGM

Comments

Posts Quoted:
Reply
Clear All Quotes