Hit-and-Run. If the sentinel flies at least 30 feet straight towards a target and then hits it with a saw attack, the attack deals an extra 13 (3d8) slashing damage. If the sentinel flies out of an enemy's reach, it doesn't provoke opportunity attacks.
Immutable Form. The sentinel is immune to any spell or effect that would alter its form.
Innate Spellcasting (Psionics). The sentinel's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: detect magic
2/day each: compulsion, counterspell (see "Reactions" below)
1/day: slow
Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.
Multiattack. The sentinel makes one dart attack, and one saw attack, or two saw attacks.
Dart. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving through, becoming poisoned for 1 minute on a failure. While poisoned in this way, the creature is also stunned. The creature can repeat the save at the end of each of its turns, ending the effect on a success.
Saw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.
Counterspell. The sentinel attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the sentinel makes a Wisdom check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Description
The loathed chrome sentinels strike fear into the hearts of even the boldest of adventurers. "Death Spheres" as they're sometimes called, lurk deep in the Underdark; slaughtering those they come across in the name of their mind flayer masters.
Psionic Servants. When a particularly crafty or able servant of the mind flayers grows old, becomes mortally injured, or otherwise reaches the end of their usefulness, the illithid might "reward" them by transforming them into a chrome sentinel. This procedure, typically only performed by an Ulitharid, involves removing the creature's brain, and grafting it into a chrome, mechanical shell. The brain is then bombarded with massive amounts of psionic energy, and imprinted with an unbreakable loyalty to the illithid. The end result is a bizarre and dangerous servant, who live only for the continued existence of their tyrannical creators.
Illithid Bodyguards. Armed with poison-tipped darts and whirling saws, sentinels readily fight to the death. Accompanying mind flayers during hunting parties, raids, and any other dangerous activity, sentinels are seldom found alone. Due to the nature of their creation, chrome sentinels only find purpose in their servitude. Were a sentinel to find itself without an illithid to defend, it would restlessly scour the Underdark, killing anything that gets in its way, until more were found.
Constructed Nature. A chrome sentinel doesn't require air, food, drink, or sleep.
Previous Versions
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12/1/2020 6:01:05 AM
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12
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1.0
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Coming Soon
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Posted Dec 2, 2020Hello! Please let me know what your thoughts are! Heavily inspired by the killer sentinel balls of Phantasm, these creatures were created as a fun addition for mind flayer encounters. Feedback always welcome!