**Elite [[Vein Sentinel|Vein Sentinels]] – Enforcers of the Queen’s Will** --- ### **Overview** The **Elite [[Vein Sentinel|Vein Sentinels]]** are the final authority in matters of [[Vein Law]] enforcement within the vampiric city of [[Hexa Landing]]. When diplomacy, political pressure, or even the terrifying presence of the standard **[[Vein Sentinel|Vein Sentinels]]** fails, it is these Executioners who are unleashed — not as assassins, but as inescapable arms of the Crimson Throne. They are monsters made to hunt monsters. Whether apprehending law-breaking nobles, rogue blood mages, undead conspirators, or entire adventuring parties of high-level intruders, the Elite [[Vein Sentinel|Vein Sentinels]] operate with terrifying precision, mystical protections, and absolute loyalty to Queen [[Callidora]] Von Constantine. --- ### **Origin and Structure** The Elite [[Vein Sentinel|Vein Sentinels]] are born from a secret caste within the Queen’s inner sanctum — a ritual chamber known only as the **Hemothrone Womb**. There, vampire flesh is fused with essence drawn from bloodforged leyline fonts, creating warriors that transcend undeath through arcane infusion. Once created, they are given purpose, identity, and pain — shaped not for individuality but for unyielding loyalty. Each Sentinel is assigned an **Archetype** depending on the kind of threat they are intended to neutralize. Though they may operate in small coordinated strike teams, they are fully capable of hunting targets alone. They do not retire. They do not question. They do not stop. --- ### **Standard [[Vein Sentinel|Vein Sentinels]] vs Elite Executioners** The **[[Vein Sentinel|Vein Sentinels]]** are the first tier of enforcement within [[Hexa Landing]], dispatched to confront minor violations, low- to mid-level threats, or political dissidents whose actions can still be contained without escalation. They are formidable (CR 8), designed to intimidate and enforce obedience without annihilation. While dangerous in their own right, they are still constrained by chain-of-command and may hesitate in situations with political consequence. But when a Sentinel fails… the **Executioners arrive**. Executioners do not request entry. They override jurisdiction. Their presence is an admission that something has gone too far — and it will now be corrected. --- ### **Known Archetypes of the Elite Tier** - **Martial Archetype** – Towering vampiric juggernauts wielding halberds of execution. Anti-caster suppression, battlefield lockdown, and frontline intimidation. - **Arcanist Archetype** – Spell-consuming inquisitors capable of unraveling even divine magic. Designed for high-level spellcasters. - **Blood Witch Archetype** – Ritualists of forbidden veins, able to manipulate blood magic, curse lineage, and drain entire bloodlines of power. - **Shadow-Tether Archetype** – Masters of infiltration, assassination, and misdirection. Unseen executioners that appear only when the silence begins. Each archetype fills a role in the Queen’s answer to threats, and they may be dispatched individually or in coordinated cells. --- ### **Deployment and Procedure** When a major breach of law is detected, or when a noble fails to uphold a Vein Contract, the Queen’s court (or the [[The Harpies of Hexa Landing|Harpies]]) may issue a **Crimson Warrant**. Upon its signature, a Sentinel is dispatched with full authority. This may occur silently — with the accused vanishing in the night — or publicly, in order to send a message. Executioners will often: - Track fugitives across entire districts or planes of existence. - Suppress political revolts or rogue cabals. - Interrupt planar breaches, illegal blood rituals, or divine incursion. - Destroy traitorous vampire lords. - Confront and detain adventuring parties considered threats to [[Vein Law]]. --- ### **Relationships with Other Factions** The Elite [[Vein Sentinel|Vein Sentinels]] are **feared** and **respected** by nearly all factions in [[Hexa Landing]]. Even the [[Ebonclaw Conclave]] dares not interfere with their operations directly. While they serve the Queen above all, rumors persist that the [[The Harpies of Hexa Landing|Harpies]] have secret authority to whisper names into their deployment lists. [[The Guild of Red Ink]] also keeps careful records of their appearances — redacted, of course. The only faction known to have opposed them openly are the **[[Wraithborn Apostates]]**, whose attempts to subvert [[Vein Law]] have resulted in numerous executions. **Relationship with the [[Blood Crown Guard]]:** The [[Blood Crown Guard]] and the Elite [[Vein Sentinel|Vein Sentinels]] operate under distinct but complementary mandates. While the Guard exists solely to protect Queen [[Callidora]]’s person and palace, the Sentinels enforce her will beyond those walls. The two forces rarely cross paths, but when they do, Sentinels defer to the Guard only in matters concerning the Queen’s immediate safety. Some missions have seen them operate side by side — a rare and terrifying convergence of Hexa’s most elite enforcers. --- ### **Legends and Rumors** - One Executioner reportedly dueled a solar knight from Brensistria for six hours before finally sealing him in a coffin of stone and blood. - Another is said to have walked through a portal meant to trap them in the Shadowfell — and returned with the caster’s heart. - They do not sleep. Their minds are partially fused with the blood leyline beneath [[Hexa Landing]]. - The Queen speaks to them without words. When she dreams, they stir. --- ### **Player Use and Mechanics** - These creatures are designed for **CR 24** encounters and beyond. - Ideal as enforcers, nemeses, or final escalation units when PCs defy the system. - Capable of group synergy (Vein Sync), battlefield control, anti-magic, and mythic phases. - Should never be used casually — their arrival should signal either narrative climax or irreversible change in the power structure. --- ### **Campaign Hooks** - The players are blamed for the failure of a [[Vein Sentinel]] and must choose to face an Executioner or prove their innocence first. - A faction hires the players to spy on an Arcanist — and they discover it's watching them back. - A forbidden ritual is interrupted, and the players glimpse an Executioner for the first time — it simply stares and leaves. - The Queen herself sends one to invite the party into her court. Refusing is… unwise. --- **Medium Undead (Vampire), Lawful Evil** **Armor Class** 22 (Veinforged Tactical Plate) **Hit Points** 455 (35d10 + 280) **Speed** 40 ft., climb 30 ft. --- **STR** 22 (+6) **DEX** 20 (+5) **CON** 26 (+8) **INT** 18 (+4) **WIS** 20 (+5) **CHA** 24 (+7) --- **Saving Throws** Dex +11, Con +14, Wis +11, Cha +13 **Skills** Insight +11, Perception +11, Arcana +10, Intimidation +13, Investigation +10 **Damage Resistances** necrotic, psychic, fire, cold; nonmagical weapons **Damage Immunities** radiant (while enforcing a Law Seal), poison **Condition Immunities** charmed, frightened, paralyzed, exhausted **Senses** truesight 60 ft., darkvision 120 ft., passive Perception 21 **Languages** Common, Vampiric, Veinscript **Challenge** 24 (62,000 XP) **Proficiency Bonus** +7 --- ### **TRAITS** **Lawbrand Enforcer.** If a creature has been marked by a _Vein Warrant_ or exposed by a _Vein Trial_, the Executioner gains advantage on all checks, saves, and attacks against that creature. **Pack Execution.** While within 30 ft. of another Elite Sentinel, the Executioner and allies gain **Pack Tactics** and **Vein Sync** (shared legendary actions once per round). **Aura of Lawful Nullification (30 ft.).** Creatures that are chaotic-aligned or have broken [[Vein Law]] within the last 30 days cannot benefit from invisibility, teleportation, or divination-based concealment. **Unyielding Pursuit.** Executioners know the location of any creature under [[Vein Law]] enforcement within 5 miles and cannot be surprised. **Mythic Resistance.** When an Executioner fails a saving throw, it can choose to succeed instead. 3/day. --- ### **ACTIONS** **Multiattack.** The Executioner makes three attacks with its Executioner’s Halberd or two attacks and uses _Shackle the Lawless_. **Executioner’s Halberd.** _Melee Weapon Attack:_ +14 to hit, reach 10 ft., one target. _Hit:_ 23 (3d10 + 6) slashing damage + 18 (4d8) necrotic damage. Target must succeed on a DC 19 Constitution saving throw or be silenced until the end of their next turn. **Shackle the Lawless.** _Recharge 5–6._ Summons cursed crimson chains in a 30 ft. line. All creatures must make a DC 21 Strength save or be restrained and silenced. **Vein Seal (1/day).** One target within 60 ft. is sealed. They cannot teleport, become invisible, or hide magically/mundane for 1 hour. DC 21 Wisdom save negates. --- ### **LEGENDARY ACTIONS** The Executioner can take 3 legendary actions, only one at a time, at the end of another creature’s turn. Regain at the start of its turn. - **Grim Dash.** Moves up to speed without provoking opportunity attacks. - **Suppressive Gaze.** One creature must make a DC 19 Wisdom save or have disadvantage on attack rolls and ability checks until the end of its next turn. - **Crimson Mark (Costs 2).** Marks one target. Until end of Executioner’s next turn, crits occur on 18–20. --- ### **MYTHIC ACTIONS** _(At 150 HP or less)_ - **Law of Final Silence (2 Actions).** All enemies within 30 ft. must make a DC 20 Charisma save or be silenced and deafened for 1 minute. Save ends on turn. - **No Escape (3 Actions).** One fleeing enemy within 120 ft. must succeed DC 21 Dex save or be teleported adjacent to Executioner and restrained. --- ### **Narrative Role** These are the last resort of [[Vein Law]] — deployed only when diplomacy, factional threat, and regular enforcers fail. Each has different faces, methods, and lore, but they exist for one purpose: to execute the Queen’s final decree. More Executioner variants can be created with caster, psychic, or shadow-focused adaptations depending on the offender.