Armor Class
18
(natural armor)
Hit Points
76
(8d10 + 32)
Speed
40 ft., Fly 20 ft. (hover)
STR
18
(+4)
DEX
13
(+1)
CON
19
(+4)
INT
3
(-4)
WIS
16
(+3)
CHA
10
(+0)
Skills
Perception +6
Damage Immunities
Lightning, Radiant
Condition Immunities
Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses
Darkvision 120 ft., Passive Perception 16
Languages
All understands one language of its creator but can't speak --
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Charged Slam. If the sentinel makes a slam attack against a grappled target, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be stunned until the end of their next turn.
Spell Turning. The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster.
Actions
Multiattack. The sentinel makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If a target hit is medium or smaller that target is also grappled.
Radiant Beam (Recharge 5–6). The sentinel exhales radiant-fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one.
Reactions
Altered Outcome. The sentinel unleashes a wave of dunamis into the area around it, casting counterspell at 3rd level. Once the sentinel has used this feature it can't do so for 24 hours.
Description
This towering suit of metal continuously whirs as it moves due to the framework of its constantly rotating core, a series of dodecagonal frames that rotate around an arcane core that seems to reflect spells back at the caster.
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