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Ward Executioner - AI-generated fantasy Monster

Ward Executioner

The first Ward Executioners were created to keep condemned prisoners from escaping during transfer. The second generation was built to keep the first generation obedient. By the time Ashen Chain Prison fell into its current ironbound misery, the role had become half guard, half sentence. A Ward Executioner does not merely kill. It enforces the idea that the prison itself has already decided.

Mediumconstruct(construct)CR 2lawful evil

Ward Executioner

prisonundeadconstructambusherlightningguardiandungeon
HP52AC16SPD30 ft., ignores difficult terrain created by its own warded chamber floorCR2 (450 XP)AthleticsIntimidationPerception
STR
16
DEX
12
CON
14
save
INT
10
WIS
12
save
CHA
8
Anchored in the Sentence. The executioner has advantage on checks and saves against being pushed, pulled, or knocked prone while it is standing on the rune-lined floor.
Static Punishment Floor. The rune-lined floor within the chamber is difficult terrain for hostile creatures. The first time on a turn that a hostile creature enters or starts its turn on the rune-lines, it must succeed on a Dexterity saving throw or take 3 () lightning damage. A creature can take this damage only once per turn. The executioner is immune to this effect.
Judgment of Trespass. The executioner has advantage on opportunity attacks against any creature that moved onto the rune-lines or was forced onto them since the start of that creature's last turn.
Chain Intercept. When a creature the executioner can see moves from the rune-lined floor to a space the executioner can reach, the executioner moves up to 10 feet toward that creature without provoking opportunity attacks. If it ends adjacent to the creature, the first melee attack it makes against that creature before the end of its next turn deals an extra lightning damage.
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