Medium Humanoid (Human, Soldier), Lawful Evil
Armor Class 17 Crimson Half Plate
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +6, WIS +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Frightened
Gear Crimson half-plate, engraved runeblade, bloodsigil tokens, sealing wax, iron keys, dark binding scroll (nonmagical)
Senses Passive Perception 13
Languages Common, Infernal common, infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Bonus Actions

Mark for Binding (Recharge 5–6)

The enforcer marks a target within 30 ft. they can see.

  • 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.

  • 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.

  • 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.

  • Regains 10 HP, gains advantage on Strength checks and saving throws until the start of their next turn.

Reactions

**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.

Legendary Actions

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 Actions

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:

  • Stoic Authority: Speaks little, but every word carries weight; commands draw instant obedience.

  • Relentless Focus: Trained to ignore pain and doubt, they pursue targets without hesitation.

  • Arcane Tracking: Wears a bound “blood-sigil charm” that pulses when arcane signatures or marked fugitives draw near.

  • Ruthless Efficiency: Executes orders swiftly—interrogation, subdual, or execution—before doubts can arise.

  • 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.

Monster Tags: Humansoldier

Habitat: Any

Treasure:  Armaments

Skramble

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