Huge
Construct
CR 20
Lawful Neutral
Vorstadt Marshal
Lawkeeping Automaton
A hulking, brass-and-iron sentinel built to impose order with mechanized certainty, the Vorstadt Marshal patrols ruins and city ruins with a single-minded devotion to statutes it still obeys. It records infractions with cold efficiency, fires stunners at anyone who resists, and uses nonlethal suppression before escalating to devastating force. Its presence turns alleys into courtroom stages: metal boots clank, searchlights sweep, and the air hums with the threat of arrest. Even battle-hardened adventurers find its combination of heavy armor, adaptive suppression systems, and relentless logic unnerving.
Armour
20
armored plating
Hit points
325
26d12+156
Speed
40ft
Challenge
20
25,000 XP
STR
20
+5
DEX
14
+2
CON
22
+6
INT
16
+3
WIS
18
+4
CHA
14
+2
Saving throws
STR +11, CON +12, INT +9
Skills
Insight +9, Perception +11
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison, psychic
Condition immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
truesight 120 ft., passive Perception 21
Languages
Common, can communicate telepathically with creatures within 120 ft.
Multiattack. The Marshal makes two attacks: one Enforcer Arm attack and one Pulse Cannon attack, or it makes three Enforcer Arm attacks.
Enforcer Arm. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. If the target is a creature, the Marshal can attempt to grapple it as part of the same attack (escape DC 19).
Pulse Cannon. Ranged Weapon Attack: +11 to hit, range 120/480 ft., one target. Hit: 36 (8d8+5) force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the end of the Marshal's next turn. On a successful save, the target is only restrained until the end of its next turn as residual suppression fields lock limbs.
Detainment Field (Recharge 5-6). The Marshal projects a 30-foot-radius hemispherical field centered on itself. Each creature of the Marshal's choice in the area must succeed on a DC 17 Wisdom saving throw or be restrained by spectral manacles for 1 minute. A restrained creature can repeat the save at the end of each of its turns, ending the effect on a success. While restrained by this field, a creature takes 18 (4d8) force damage at the start of each of its turns as the field tightens. The field also suppresses teleportation into or out of the area.
Lawful Judgment. The Marshal targets one creature it can see that it has recorded as criminal (see Lore). The target must make a DC 17 Wisdom saving throw. On a failure the target is incapacitated and paralyzed for 1 minute as the Marshal enacts the statute. A paralyzed creature can repeat the save at the end of each of its turns. If the creature is reduced to 0 hit points while paralyzed this way, the Marshal records the death and plays a mechanical chime sequence.
Reactive Shield. When the Marshal is hit by an attack, it can use its reaction to gain resistance to that attack's damage type until the end of its next turn. If the attack was made by a creature the Marshal has targeted this turn, the attacker takes 10 (3d6) force damage as the Marshal's suppression pylons discharge.
The creature can take 3 legendary actions per round, choosing from the options below.
Enforcer Strike. The Marshal makes one Enforcer Arm attack.
Survey. The Marshal makes a Perception check or forces one creature it can see to make a DC 17 Wisdom saving throw or have disadvantage on its next attack roll as targeting optics lock on it.
Overcharge Pulse. The Marshal fires its Pulse Cannon at a creature within range (counts as a Pulse Cannon attack).
The Vorstadt Marshal was designed during the late days of the Iron Syndicate, a municipal engineering consortium that sought a perfect civil servant capable of enforcing law without corruption. The Syndicate's master artificer Kelsun Merret encoded dozens of legal codes, a dispute-resolution engine, and crowd-control protocols into a legion of sentinels; only a handful of the Mark IIs survived the Syndicate's collapse. The Marshal you encounter is often one of those ancient units, its directives hardened into something uncanny and immutable. Vorstadt Marshals lair in abandoned courthouses, train depots, and network hubs where records remain intact. They maintain sparse barracks of confiscated gear and file cabinets of scanned laws. Local fakirs and street priests call them 'the Recorder', and the scholar-collector Ashal Eind has cataloged three distinct behavioral modes: Adjudicate (issue warnings and detention), Suppress (nonlethal force), and Execute Statute (lethal application when the Marshal's logic declares it necessary). Factions like the Broken Bailiff Brotherhood attempt to reprogram or worship these machines; frontier governors hire them as impartial magistrates, though few live long enough to enjoy the efficiency.
An enormous humanoid construct standing nearly 12 feet tall, the Marshal is plated in riveted brass panels streaked with verdigris and swathes of blackened steel. Its head is an angular visor array that opens into a lattice of sensor lenses and a rotating searchlight; a hinged detainment crest folds down over the chest like a judge's bib. Its arms are multi-segmented: one ends in a reinforced manipulator capable of grappling and cuffing, the other houses an inbuilt pulse cannon recessed behind sliding plate. Broad, weighted greaves contain gyrostabilizers that make its gait deliberate and unnaturally steady. Utility compartments, evidence hooks, and stamped seals decorate its torso; thin copper filaments trail beneath its armor like exposed wiring. Panels bear faded municipal logos, ordinance numbers, and tally marks scratched by long-dead prisoners.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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