Master’s Bloodsense: The Vigil Warden can detect any cursed, magically marked, or oathbound creature within 120 feet.
Aura of Dominion: Friendly allies within 10 feet can’t be charmed or frightened while conscious.
Dark Sigil Brand (3/day): As a bonus action, the Warden marks a creature within 60 ft. For 1 minute, all Vigil members gain advantage on attacks and spells against the target, and the target has disadvantage on saving throws vs. enchantments.
Runeblade Command Slash: Melee Weapon Attack:
+8 to hit, reach 5 ft., one target.
*Hit:* 12 (1d10 + 6) slashing + 7 (2d6) necrotic damage.
Target must succeed on a DC 15 Constitution save or be weakened (half damage from melee attacks) until end of next turn.
Crimson Lockdown (Recharge 5–6):
The Warden calls on ancient sigils to create a 30-ft-radius field of restraining energy. All enemies of the Warden’s choice must make a DC 15 Wisdom saving throw or be paralyzed for 1 minute (save at end of each turn).
Chains of Silence (1/day):
The Warden selects a point within 60 feet. All creatures within 15 feet must make a DC 16 Constitution saving throw or be silenced and deafened for 1 minute.
Seal of Obedience (Recharge 5–6)
The Warden invokes a glyph of control upon a creature they can see within 60 feet.
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The target must succeed on a DC 15 Charisma saving throw or be Silenced (unable to speak or cast spells with verbal components) until the end of its next turn.
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Constructs and creatures immune to charm are unaffected.
Sigil Reversal:
When hit by a magical spell, the Warden can reflect part of the energy back. The caster makes a DC 15 Wisdom saving throw. On a failure, they take 14 (4d6) psychic damage and are blinded until end of 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
The Crimson Vigil Warden is the iron hand of the Bloodbound Council’s justice—enforcers among enforcers, chosen not only for strength but for unwavering loyalty to the Council’s dark ideals. Elevated through ritual and rank, Wardens are tasked with overseeing interrogations, executing fugitives, and enforcing silence where rebellion stirs. Their authority supersedes that of any standard Vigil officer, and their word is law in the Council’s eyes.
Wardens do not speak often, but when they do, it is with cold finality. Each one is deeply marked by blood-binding rites that have hardened their minds against magic, fear, and doubt. Tales speak of their ability to see guilt in a person’s aura and break a man’s will with a mere gaze. Whether stationed deep within the halls of Dreadwatch or dispatched to crush dissent, a Warden's arrival is rarely a good omen.
Where they walk, doors shut, and even other Crimson Vigil members step aside. They are not protectors—they are reminders: freedom is an illusion, and the Council decides who suffers and who serves.
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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