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.
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
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.