Regeneration. The undead sentinel regains 10 hit points at the start of its turn. If the undead sentinel takes fire or radiant damage, this trait doesn’t function at the start of the undead sentinel's next turn. The undead sentinel's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Turn Immunity. The undead sentinel is immune to effects that turn undead.
Multiattack. The undead sentinel makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the undead sentinel has used its paralyzing glare, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the undead sentinel can grapple the target (escape DC 14) provided the target is Large or smaller.
Paralyzing Glare (3/day). The undead sentinel targets one creature it can see within 30 feet of it. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the undead sentinel deals damage to it, or until the end of the undead sentinel's next turn. When the paralysis ends, the target is frightened of the undead sentinel for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the undead sentinel, ending the frightened condition on itself on a success.
Description
The creatures appear as withered humanoids, drained of life and vitality. As they retain much of their mortal cunning, however, many attempt to use magical items to disguise themselves as mortal. But the malevolent force animating them gives them perpetually glowing red eyes, and these can be seen by the perceptive viewer even under such illusions. They use tactics and teamwork much more efficiently than most undead, and seem to go out of their way to attack clerics.







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