Bloodsense: The Crimson Vigil can detect the presence of any creature with a curse or magical affliction within 60 feet, even if hidden or invisible.
Council’s Oath: The Crimson Vigil has advantage on saving throws against being charmed, frightened, or magically compelled to betray the Bloodbound Council.
Dark Sigil Brand (1/day): As a bonus action, the Vigil can mark a target within 60 feet that it can see. For 1 minute, the Vigil gains advantage on attack rolls and skill checks against the marked creature. The target has disadvantage on saving throws to resist spells cast by the Vigil.
Runeblade Slash: Melee Weapon Attack:
+6 to hit, reach 5 ft., one target.
*Hit:* 9 (1d10 + 4) slashing damage plus 4 (1d8) necrotic damage.
Suppressive Hex (Recharge 5–6):
The Vigil channels a binding hex on a 20-foot-radius sphere centered on a point it can see within 60 feet. Creatures of its choice in that area must succeed on a DC 14 Wisdom saving throw or be restrained by spectral chains of red energy for 1 minute. Affected targets may repeat the save at the end of their turns.
Commanding Rebuke (1/Day):
As an action, the Vigil targets up to 2 creatures it can see within 30 feet. Each must succeed on a DC 15 Charisma saving throw or be frightened for 1 minute and silenced (cannot cast spells with verbal components). Repeat the save at the end of each turn.
Mark for Binding (Recharge 5–6)
The enforcer marks a target within 30 ft. they can see.
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The target must succeed on a DC 14 Wisdom saving throw or suffer disadvantage on attack rolls against creatures other than the enforcer until the end of the enforcer’s next turn.
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While affected, the target emits a faint red aura visible only to magical senses.
Commanding Step
Once per turn, when the Enforcer hits a creature with a melee attack, they may issue a combat order.
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An allied Vigil unit within 30 ft. that can hear them may immediately move up to half their speed without provoking opportunity attacks.
Blood Surge (1/Day)
As a bonus action after taking damage, the Enforcer taps into a latent ritual mark.
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Regains 10 HP, gains advantage on Strength checks and saving throws until the start of their next turn.
**Magical Retaliation.** When the Vigil takes damage from a spell or magical effect, it can use its reaction to force the caster to make a DC 14 Constitution saving throw. On a failure, the caster takes 9 (2d8) necrotic damage and is silenced until the end of their next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Clad in blackened half-plate emblazoned with the chained-sun sigil, a Vigil Enforcer moves with predatory grace, their crimson-lined cloak swirling like spilled blood with each silent step. Their helm’s T-shaped visor conceals keen eyes that miss nothing, and their gauntleted hands rest easily on the hilt of a rune-etched longsword—always ready to mete out the Council’s ruthless justice.
Key Traits:
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Stoic Authority: Speaks little, but every word carries weight; commands draw instant obedience.
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Relentless Focus: Trained to ignore pain and doubt, they pursue targets without hesitation.
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Arcane Tracking: Wears a bound “blood-sigil charm” that pulses when arcane signatures or marked fugitives draw near.
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Ruthless Efficiency: Executes orders swiftly—interrogation, subdual, or execution—before doubts can arise.
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Symbol of Fear: The faint scent of brimstone and iron lingers where they tread, a testament to their binding magic and cold resolve.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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