Medium Construct, Lawful Neutral
Armor Class 14 (natural armor)
Hit Points 86 (9d10 + 50)
Speed 30 ft., Climb 15 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
11 (+0)
CHA
4 (-3)
Skills Arcana +2, Perception +2
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 12
Languages Understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Immutable Form. The Sentinel is immune to any spell or effect that would alter its form.

Magic Resistance. The Sentinel has advantage on saving throws against spells and other magical effects.

Magic Weapons. The sentinel's weapon attacks are magical.

Actions

Arm Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 4) Slashing damage. On a hit, 1 of 6 effects occur. Roll 1d6 to determine effect. The DC for all saves is 16.

  1. The target must make a charisma save. On a failure, the target is charmed and regards the sentinel as a friend. This lasts for 1 minute or until the target passes a save at the end of one of its turns
  2. The target must make a wisdom save or be forced to attempt to pacify its allies. This affect lasts for 1 minute or until the target passes a save at the end of its turn.
  3. The target must make a constitution save. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. As an action, the sentinel can see through the target's eyes and hear what it hears for 1 minute, gaining the benefits of any special senses that the target has. During this time, the sentinel is deaf and blind with regard to its own senses. The target is unaware of the effect. This effect lasts for 1 hour. 
  5. The target must make a constitution save. On a failure, the target is stunned until the end of the sentinel's next turn.
  6. The target must make a wisdom save. On a failure, the target cannot take reactions until the end of the sentinel's next turn and is forced to move up to its movement in a random direction on its turn. 
LEWA1096

Comments

Posts Quoted:
Reply
Clear All Quotes