14 (studded leather)
63 (14d8)
25 ft.
History +3, Perception +3, Persuasion +3
Common and two others
4
The gatekeeper's speed is halved if they have to chase someone.
The gatekeeper has advantage on saving throws against being charmed or frightened.
The gatekeeper makes two melee attacks.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Until the start of the gatekeeper's next turn, attack rolls against the gatekeeper have disadvantage, they have advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 9 (2d8) bludgeoning damage on a hit. Also, each enemy that tries to move out of the gatekeeper's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the gatekeeper's next turn.
The gatekeeper patronizes those creatures nearby and magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw or be stunned for their next turn. If a creature makes a successful saving throw, they are immune to being patronized for the next 24 hours.