Medium Humanoid, Lawful Good
Armor Class 18 plate
Hit Points 246 (28d12 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +10, DEX +10, CON +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 30 ft., Passive Perception 19
Languages Common, Thieves' Cant plus one extra language choosing between elvish, dwarvish, gnomish or halfling
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Equipment. The Ark enforcer has and is attuned to the following equipment: Blade of Order, Tower Spell Shield and Powered Enforcer Armor.

Pack Tactics.
 The enforcer on an attack roll against a creature if at least one of the enforcers allies is within 5 feet of the creature and the ally isn't incapacitated.

AggressiveAs a bonus action, the enforcer moves its movement speed to a hostile target it can see.

Legendary Resistance (3/Day). 
If the enforcer fails a saving throw, they can choose to succeed instead.

 

Actions

Multiattack. The Ark enforcer makes two attacks in any combination of its blade of order or its tower spell shield.

Blade Of Order. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 30 (1d8 + 10) [slashing], (1d4 + 1) [acid], (1d4 + 1) [cold], (1d4 + 1) [fire] damage, (1d4 + 1) [lightning] and (1d4 + 1) [poison] and the target must make a DC 18 constitution saving throw. On a failure, the target is poisoned for 1 minute and takes 1d4+1 damage on the start of each of it's turns while suffering from this poisoned effect, the target may make the same constitution saving throw at the end of each of its turns to try and end the poisoned effect. If the target fails the save by 5 or more and they are wearing metal armor, that metal armors AC is reduced by until it is destroyed or it is repaired.

Tower Spell ShieldMelee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (2d8+10) [bludgeoning]. If the enforcer took magic from a spell during this round, it may add 20 (2d8+10) damage of the same damage type of the spell, if it has taken damage from multiple spells, it uses the damage type of the last spell that hit it. On a successful hit, the target must make a DC 18 strength save or be knocked prone. On a failure of 5 or more, the target is also pushed 10 feet back.

Anitmatter Rifle. RangedWeapon Attack: +10 to hit, range 120/360 ft., one target. Hit: 40 (6d8 + 10) [necrotic] damage.

Bonus Actions

Powered Enforcer Armor. The armor has 3 charges which resets after a long rest. The enforcer chooses one option from the powered enforcer armor:

  • Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge)
  • Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge)
  • Gain blindshight to a range of 10 feet for up to 10 minutes (1 charge)
Reactions

Spell Absorption. When the Ark enforcer would take damage from a spell, it makes a constitution saving throw, the DC of which is the spellcasters spell attack for that spell + the level of the spell. If a spell would cause it to make multiple saves (i.e. magic missile), it makes only one save. On a successful save, the Ark enforcer takes no damage from the spell. If the Ark enforcer saves with 5 or more, they reflect the spell back to the user and they suffer the effects of the spell. If the enforcer fails the save, they take only half damage from the spell.

Legendary Actions

The Ark enforcer 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 enforcer regains spent legendary actions at the start of his turn.

Unimpeded
 Movement (Costs 1 Actions). The enforcer moves up to its movement speed without triggering attacks of opportunity.

Use Object (Costs 1 Actions). The enforcer takes the use object action.

Blade Of Order (Costs 1 Actions). The enforcer makes an attack using its blade of order.

Change Equipment (Costs 2 Actions). The enforcer stows either its sword and shield or antimatter rifle and equips either its antimatter rifle or its sword and shield.

Antimatter Rifle (Costs 2 Actions). The enforcer makes a ranged attack with its antimatter rifle.

Tower Shield (Costs 3 Actions). The enforcer steadies their shield. The shield grants the enforcer full cover and gains advantage on saves that would cause it to be grappled or knock it prone. The enforcer also adds its modifier twice against a effect that would cause it to make a dexterity saving throw.

Description

The Ark enforcers are second only to their captains. Mental and physical training has made them the best of the best. With their tower shields and long swords ready in hand, they seek to implement order and peace.

Monster Tags: humanoid

Habitat: Urban

Kaiser_Reinhardt

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