Large Construct, Unaligned
Armor Class 22 plate
Hit Points 300 (25d12 + 140)
Speed 0 ft., Fly 20 ft.
STR
24 (+7)
DEX
18 (+4)
CON
21 (+5)
INT
3 (-4)
WIS
14 (+2)
CHA
1 (-5)
Saving Throws INT +2, WIS +8, CHA +1
Skills Perception +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison, Psychic
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 22
Languages Common Can understand common, but not speak it.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Antimagic Cone. The Beholding Sentinel's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the Beholding Sentinel decides which way the cone faces and whether the cone is active. The area works against the Beholding Sentinel's own eye rays.

Legendary Resistance. (2/Day). If the Beholding Sentinel fails a saving throw, it can choose to succeed instead.

 

Actions

Ram. Meele Weapon Attack +8 to hit, reach 5 ft., one target Hit:  45 (6d10) bludgeoning damage.

Steamtech Ballista. Ranged Weapon Attack: +8 to hit, reach 100 ft., one target. Hit: 55 (8d10) piercing damage.

Spear Launcher. Ranged Weapon Attack: +10 to hit, reach 90 ft., one target Hit: 25 (5d10) piercing damage, and the target is knocked prone.

Eye Rays. Recharge 5-6 The Beholding Sentinel shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the Beholding Sentinel for 1 hour, or until the Beholding Sentinel harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 18 Strength saving throw or the Beholding Sentinel moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Beholding Sentinels next turn or until the Beholding Sentinel is incapacitated.
    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The Beholding Sentinel can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 18 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 18 Dexterity saving throw or take 80 (14d10) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 90 (16d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions

The Beholding Seninel 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 Beholding Sentinel regains spent legendary actions at the start of its turn.

Attack. The Beholding Sentinel makes one Ram attack or Steamtech Ballista attack.

Move. The Beholding Sentinel moves up to half its speed.

Thunder Step. 3/Day.  The Beholding Sentinel teleports itself to an unoccupied space it can see within range. Immediately after it disappears, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 5d8 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

The Beholding Sentinel can bring along objects as long as their weight doesn’t exceed what it can carry. It can also teleport one willing creature of its size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when it casts this spell, and there must be an unoccupied space within 5 feet of its destination space for the creature to appear in; otherwise, the creature is left behind.

Scatter.  2/Day. The air quivers around up to five creatures of the Beholding Sentinel's choice that it can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. It teleports each affected target to an unoccupied space that it can see within 120 feet of itself. That space must be on the ground or on a floor.

Destructive Wave. The Beholding Sentinel strikes the ground, creating a burst of destructive energy that ripples outward from it. Each creature you choose within 30 feet of the Beholding Sentinel must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 necrotic damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Sockwave. The Beholding Sentinel releases a surge of energy from within itself. Each crature in a 30 ft. cone must succeed on a Dexterity Saving throw or take  

Monster Tags: Beholderconstruct

Sarahtekh

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