Great. So to go in your gallery, do I need to post them anywhere or change the format?
No, I will just link to them in the ToC. However, if you could post each in its own post in this thread without a spoiler that would be great. It makes it easier for people who are clicking on the links. Something like this maybe:
Divine Mind: For this
enforcer, the gods bound a mortal mind to the heavens itself, unlocking divine power and the strength of absolute knowledge. Divine Minds are warriors guided by an intellect so great that they can practically see the future as well as the as the True form of their enemies. Their minds can shape the power of the divine into actual weapons and armor, or use it to heal wounds or harm enemies. A Divine Mind is constantly shifting on the battleground, one minute striking with a large blade, the next firing long range arrows...and then shifting into defensive shields to resist attack. But if attacks fail, the Divine Mind can call upon its greatest and most terrifying weapon, the ability to reshape the mind itself.
Divine Mind
Medium humanoid (enforcer)
Armor Class 22 (Plate +1, Shield +1)
Hit Points 180
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 15 (+2) | 15 (+2) | 30 (+10) | 20 (+5) | 20 (+5) |
Skills: *See Intelligent Insight
Saving Throws: *See Mental Perfection
Senses Truesight 100 ft., passive perception 19
Challenge 13 (Offensive
Battlemind. For every additional Enforcer in the encounter, the Divine Mind gains a legendary action, and its CR increases by 1.
Mental Perfection. The Divine Mind automatically passes all intelligence, wisdom, and charisma saving throws. If there is an effect when those saves are passed, the Divine Mind does not suffer the effect.
Open Mind. The Divine Mind automatically sees the thoughts of any creature within 100 ft, as if they failed a saving throw against the
Detect Thoughts spell. Effects that block the spell block this effect.
Intelligent Insight. The Divine Mind has advantage on all attacks and has a critical range of 18-20. The Divine Mind has advantage and a +4 bonus on all ability checks and possesses a perfect memory.
Arsenal of Light. The Divine Mind can summon any armor, shield, or weapon, and can freely switch between them at any time (statblock provides some standard options, and assumes the best armor and shield). Such weapons are magical, deal radiant damage, and ignore the Damage Threshold of objects and creatures. The equipment disappears if it leaves the Divine Mind’s hand.
ACTIONS
Multiattack. The Divine Mind makes 2 attacks, any combination of Greatsword, Halberd, or Longbow.
Greatsword, Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) radiant damage. The Divine Mind may take a -5 to the attack roll and add +10 damage.
Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) radiant damage.
Longbow. Ranged
Weapon Attack: +8 to hit, range: 600., one target. Hit: 11 (1d8 + 7) radiant damage. This attack ignores half and 3/4 cover.
REACTIONS
Double Shield Defense: When an attack is made, but before the result is known, the Divine Mind can summon two large tower shields, granting +5 to AC to themself and any adjacent ally. This bonus lasts until the Divine Mind takes another Action or Legendary Action.
Halberd Defense: Whenever a creature moves within 10 ft of the Divine Mind, the Divine Mind may make a Halberd attack.
LEGENDARY ACTIONS
The enforcer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The enforcer regains spent legendary actions at the start of its turn.
Angelic Attack: The Divine Mind may make a Greatsword, Halberd, or Longsword attack
Pillar of Divinity (Costs 2 Actions): The Divine Mind summons a pillar of light with a 5 foot radius anywhere within 60 feet. Any ally (including the Divine Mind) that enters the pillar during their turn or starts their turn in the pillar heals 14 (4d6) damage and gains the effect of a
Greater Restoration.
Any enemy instead takes 14 (4d6) radiant damage, and an enemy undead of CR 3 or lower must make a DC 18 wisdom saving throw or be destroyed. The pillar lasts until the ability is used again or the end of the Divine Mind's next turn.
Divine Memory (Costs 3 Actions): The Divine Mind casts
Modify Memory (9th level, DC 18)
PS It would be nice if the enforcer lore was its own post too.