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Sentinel Marshals are the pride of House Deneith. A Marshal on the frontier could be pursuing a fugitive that’s seeking to shelter in Droaam, or they might be encountered as an elite bodyguard protecting a merchant or important emissary.

Sentinel Marshals are among the best the Blademarks Guild has to offer: they are dedicated to their work, and not easily swayed by taunts, vices, or other distractions.

Traits

Inexorable. The sentinel marshal has Advantage on saving throws against effects that would cause it to have the Paralyzed, Restrained, Stunned, or Prone conditions.

Actions

Multiattack. The sentinel marshal makes two Longsword attacks and one Shield Bash attack.

Longsword. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.

Shield Bash. Melee Attack Roll: +5, reach 5 ft., one creature. Hit: 8 (2d4 + 3) Bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or have the Prone condition.

Heavy Crossbow. Ranged Attack Roll: +3, range 100/400 ft. Hit: 6 (1d10 + 1) Piercing damage.

SpellcastingThe sentinel marshal casts one of the following spells, requiring no material components, using Wisdom as the spellcasting ability (spell save DC 12):

1/Day Each: Compelled Duel, Counterspell, Shield, Zone of Truth

Reactions

Vigilant Guardian (1/Day). Trigger: A creature the sentinel marshal can see within 5 feet of it is hit by an attack roll. Response: The sentinel marshal swaps places with the target, and it is hit by the attack instead.


Sentinel Marshall

Medium Humanoid (Human), Lawful Neutral
  • Armor Class 19
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR
17 (3)
DEX
13 (1)
CON
14 (2)
INT
12 (1)
WIS
15 (2)
CHA
10 (0)
  • Saving Throws Str +3, Dex +1, Con +4, Int +1, Wis +4, Cha +0
  • Skills Athletics +5, Insight +4, Perception +4
  • Senses passive Perception 14
  • Languages Common, Any one other
  • Challenge 3 (700 XP)
  • Gear. Longsword, Heavy Crossbow, Splint Armor, Shield
  • Inexorable. The sentinel marshal has Advantage on saving throws against effects that would cause it to have the Paralyzed, Restrained, Stunned, or Prone conditions.
  • Spellcasting. The sentinel marshal casts one of the following spells, requiring no material components, using Wisdom as the spellcasting ability (spell save DC 12): 1/Day Each: Compelled Duel, Counterspell, Shield, Zone of Truth

Actions


  • Multiattack. The sentinel marshal makes two Longsword attacks and one Shield Bash attack.
  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) Slashing damage.
  • Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or have the Prone condition.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10 + 1) Piercing damage.

Reactions


  • Vigilant Guardian (1/Day). *Trigger:* A creature the sentinel marshal can see within 5 feet of it is hit by an attack roll. *Response:* The sentinel marshal swaps places with the target, and it is hit by the attack instead.
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