Sentinel Marshal

Eberron: Forge of the Artificer p. 83

Size
Medium
Type
humanoid (human)
Alignment
lawful neutral
AC
16 (studded leather)
Initiative
+10
Hit Points
110 (20d8+20)
Speed
walk 30 ft.
Saving Throws
Dex +7, Con +4
Skills
Athletics +7, Insight +5, Perception +8
Passive Perception
18
Languages
Common plus two other languages
Challenge
6
STR
18
+4
DEX
19
+4
CON
12
+1
INT
11
+0
WIS
15
+2
CHA
10
+0

Traits

Proficiency Bonus

+3

Size

Medium or Small

Gear

Longsword, Pistol, Studded Leather Armor

Actions

Multiattack

The marshal makes three attacks, using Longsword or Pistol in any combination.

Longsword

Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8+4) Slashing damage, and the target has Disadvantage on the next attack roll it makes before the start of the marshal's next turn.

Pistol

Ranged Attack Roll: +7, range 30/90 ft. Hit: 15 (2d10+4) Piercing damage.

Reactions

Shield (3/Day)

The marshal casts Shield in response to the spell's trigger, using Wisdom as the spellcasting ability.

recharge

3/DAY

Spells

Shield [5.5e]

Other data

description

The Sentinel Marshals of House Deneith, who are typically human, hold the honor of the house in their hands. The Treaty of Thronehold upheld their authority to pursue criminals across international borders, giving them the unique privilege and responsibility of upholding the law across Khorvaire.

Only the most trusted heirs of the house are honored with a position in the Sentinel Marshals, either after serving in the house's other guilds for several years (as bodyguards in the Defenders Guild and mercenary officers in the Blademarks Guild) or by special dispensation of House Deneith.

Sentinel Marshals are never authorized to break local or international laws, but neither are they accountable to the legal authorities of any nation. A rogue marshal can be punished only by the leadership of House Deneith, but some nations (such as Darguun and Droaam) ignore these conventions.