Sources
CR
Type
Size
Alignment
Movement

Fraternity of Order Law Bender

Small/Medium Humanoid, Any alignment

Armor Class 12, 15 with mage armor
Hit Points 137 (25d8 + 25)
Speed 30 ft.
STR
8
-1
DEX
15
+2
CON
12
+1
INT
19
+4
WIS
16
+3
CHA
14
+2
Saving Throws CON +5, WIS +7
Skills Insight +7, Perception +7
Senses passive Perception 17
Languages Common plus three more languages
Challenge 9 (5,000 XP)

Spellcasting

Spellcasting. The law bender casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dispel magic, fly, mage armor, mage hand, prestidigitation

Actions

Multiattack. The law bender makes three Arcane Burst attacks and uses Power of Authority or Spellcasting.

Arcane Burst. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 90 ft., one target. Hit:17 (2d12 + 4) force damage.

Power of Authority. The law bender targets a creature it can see within 60 feet of itself. The target must succeed on a DC 16 Intelligence saving throw or take 10 (3d6) psychic damage and have the incapacitated condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the incapacitated condition on itself on a success. A target that succeeds on the saving throw becomes immune to this law bender's Power of Authority for 24 hours.

Bonus Actions

Spatial Loophole. The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Probability Loophole (3/Day). When the law bender or a creature it can see makes an attack roll, a saving throw, or an ability check, the law bender can cause the roll to be made with advantage or disadvantage.

Lore

Members of the Fraternity of Order find and exploit loopholes in the laws of the multiverse. Law benders are magistrates who skirt the rules of probability and space, moving freely and manipulating the outcomes of actions around them.