Archival Conditioning
The Cleaner has advantage on saving throws against being charmed, frightened, or stunned. If the Cleaner fails such a save, it can choose to succeed instead. Once used, this trait can’t be used again until the end of its next turn.
Noncompliance Detection
At the start of its turn, the Cleaner automatically knows the location of any creature within 60 feet that has:
- Refused a command from an authority figure
- Attacked a construct or Archival agent
- Cast a spell of 1st level or higher in the last round
This trait does not require line of sight.
Spellcasting
The Archival Cleaner is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Cleaner has the following spells prepared:
Cantrips (at will):guidance, thaumaturgy, sacred flame
1st level (4 slots):command, detect magic, shield of faith
2nd level (3 slots): hold person, zone of truth
3rd level (3 slots):Counterspell, spirit guardians
Stability Above Mercy
The Cleaner has advantage on attack rolls against creatures below half their hit point maximum.
Multiattack
The Cleaner makes two attacks with its Enforcement Baton or makes one attack and casts a cantrip.
Enforcement Baton
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: (1d8 + 3) bludgeoning damage + 2d6 psychic damage.
If the target is concentrating on a spell, it has disadvantage on the Constitution saving throw to maintain concentration.
Compliance Pulse (Recharge 5–6)
The Cleaner emits a psychic shockwave in a 20-foot radius. Each creature of the Cleaner’s choice must make a DC 15 Wisdom saving throw or take 4d8 psychic damage and be restrained until the end of its next turn. On a success, the creature takes half damage and is not restrained.
Neural Lock
The Cleaner targets one humanoid it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn.
Reposition Protocol
The Cleaner magically teleports up to 20 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks.
Target Prioritization
The Cleaner marks one creature it can see within 60 feet. Until the end of the Cleaner’s next turn:
- The Cleaner has advantage on attack rolls against the target
- The target cannot benefit from advantage on saving throws
Predictive Intercept
When a creature the Cleaner can see within 30 feet makes an attack roll, the Cleaner imposes disadvantage on that roll.
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
Archival Cleaners are not soldiers.
They are corrections.
Each Cleaner stands just over average height, wrapped in matte black and brass armor that looks grown rather than forged. Thin lines of dim white sigels run along their limbs and spine, pulsing faintly in time with an internal rhythm. Their helmets are featureless porcelain masks—smooth, expressionless, and unsettlingly human in proportion.
There are no insignia.
No ranks.
No personal markings.
Their weapons are utilitarian: reinforced batons designed not to kill quickly, but to disable, restrain, and extract. When they move, it is without urgency and without hesitation—every step calculated, every strike pre-approved by unseen logic.
Cleaners do not shout commands.
They do not threaten.
They do not pursue vengeance.
Instead, they speak in calm, neutral tones, often mid-combat:
“Noncompliance recorded.”
“Please remain still.”
“This will be brief.”
Their eyes—when visible—are unfocused, as if watching something slightly behind reality. When a Cleaner falls, there is no death rattle. Only a quiet dimming of sigel-light and a final, softly spoken phrase:
“Record incomplete.”
Citizens of Axiom Hold are taught that Cleaners exist for their protection.
The Unbound know better.
Where Cleaners appear, history is about to be edited.
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.