City Sentinel of Asphemor - AI-generated fantasy Monster

City Sentinel of Asphemor

The City Sentinels were once the finest knights of the four cities, hand picked for their loyalty. The Mage General Brithor subjected them to alchemical and magical trials to create 'living wards.' Now, they stand as the supreme authority in the streets, holding even city officials in a state of terrified compliance through their Command Mandate.

MediumHumanoid(Human)CR 10Lawful Neutral

City Sentinel of Asphemor

SentinelSoldierAsphemor
HP152AC21SPD30 ft.CR10AthleticsIntimidationInsightPerception
STR
20
save
DEX
12
CON
18
save
INT
14
WIS
16
CHA
18
save
Martial Advantage. Once per turn, the Sentinel can deal an extra 14 () damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Sentinel that is not incapacitated.
Brithor's Arcane Shielding. The Sentinel has advantage on saving throws against spells and other magical effects.
City Mandate. City officials and commanders of lower rank within Asphemor are magically compelled to follow the Sentinel's orders unless doing so would cause their immediate death. They are immune to being charmed by other sources while a Sentinel is within 100 feet.
Multiattack. The Sentinel makes three weapon attacks: two with its Asphemor Lance and one with its Force-Edge Battleaxe.
Asphemor Lance. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () piercing damage plus 9 () force damage.
Force-Edge Battleaxe. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () slashing damage plus 9 () force damage.
Commanding Flare (Recharge 5-6). The Sentinel releases a pulse of colored light from its shield. Each enemy within 30 feet must succeed on a Wisdom saving throw or be Blinded (if the Sentinel is Red or Yellow) or Restrained (if the Sentinel is Green or Blue) until the end of the Sentinel's next turn.
Sentinel's Interposition. When a creature within 5 feet of the Sentinel is targeted by an attack, the Sentinel can swap places with that creature and become the target instead. The Sentinel gains resistance to all damage from that attack.
Command Subordinate. The Sentinel targets one ally it can see within 30 feet. That ally can immediately use its reaction to make one weapon attack.
Tactical Re-position. The Sentinel or one ally within 30 feet moves up to its speed without provoking opportunity attacks.
Arcane Surge (Costs 2 Actions) (Costs 2 Actions). The Sentinel recovers its Commanding Flare action immediately.
1st level
ShieldAbjuration Innate casting (3/day), uses a reaction to boost AC by 5.
2nd level
Hold PersonEnchantment Innate casting (3/day), DC 16 Wisdom save.
3rd level
Dispel MagicAbjuration Innate casting (1/day), to neutralize rogue casters.
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