Medium Undead, Chaotic Evil
Armor Class 19 (Half plate, shields)
Hit Points 40 (4d8 + 27)
Speed 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws CON +6
Skills Perception +3, Stealth +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages The languages it knew in life, Abyssal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

The Sentry, the key and the gate. An eternal sentry is disolved after death with all its equipment. With a crackling of abyssal fire a skulls embellished wormhole appears on the ground. A spiral staircase leads to the part of the Abyss the Sentry had to guard.

Eternal.  When the sentry dies he is recreated after 24 hours by the demonic forces that had bound him. This effect can be negated by powerful dispel magic or spells such as Hallow.

Iron burden. When an eternal sentry's hit points are lowered to 30 and 15, one of his shields is shattered to pieces. With each lost shield the sentry's speed rises by 10 feet and his AC lowers by 2. Number of shield attacks is lowered with each lost shield accordingly.

Actions

Multiattack. A sentry makes two wall shield attacks.

Life Steal. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. If the sentry didn't take radiant damage or damage from holy water, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the sentry gain the same amount of temporary hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a zombie under the sentry's control, unless the humanoid is restored to life or its body is destroyed. The sentry can have no more than twelve zombies under its control at one time.

Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The target must succeed on a DC 13 Constitution saving throw or fall prone and be stunned until the end of it's next turn.

Wall Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. 

Reactions

Riposte. Whenever a creature within 5 ft. misses with a melee attack, the Sentry can use its reaction to use Shield Bash.

Legendary Actions

 Death guardians. If there is a creeping death sphere (see Lair section) in 30 ft. radius from a sentry, he can use a legendary action to absorb it. Mane's spirit is then forced to guard a sentry in a way similar to Spirit Guardian spell. Quantity of mane guardians is cumulative and each spirit swirls around the Sentry in 15 ft. raidus. Every creature's speed in this area is halved, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Wisdom saving throw. On a failed save, the creature takes 1d4 necrotic damage for every spirit under Sentry's control. The effect lasts ten minutes and requires concentration. 

Rejuvenating spirits. The sentry can absorb the living manes spirit to restore his hit points by 1d6+3. The manes instantly dies without exploding.

Description

Eternal sentries are intelligent undead humanoids that resemble corpses, usually armed with two giant shields, but they can as well be armed with lances, maces and other weapons. Sentries are typically very tall, reaching 8 feet in height. They are special guardians of unholy places related to Orcus and his cult. They vary in strength and might depending on their purpose and the power of their summoners. The sentry typically has a powerful bond with a place he guards. 

Tactics 

At the start of combat the sentry uses lair action to summon manes every second round. He is reluctant to use legendary actions, but he utilizes normal actions and reaction at full efficiency. When he loses one shield he tries to compensate the lack of defence by absorbing spirits using rejuvenating spirits legendary action. The sentry also tries to disarm melee fighters using his free hand. If any enemies of decent threat are hard to reach he summons tentacles using lair action. Finally after losing second shield he release his full menace with death guardians legendary action. He then uses life steal to remain alive as long as possible.

Lair and Lair Actions

Eternal sentry's lair is a passage to the lands of Orcus, and is one with the sentry. Such guarded passages are designed to weed out the unwanted visitors, and most importantly to pick those who are to be lured in the demonic realm for whatever reason.
The lair's location might be in an ancient ruins of all kinds, in a solitary temples of Orcus, in an underground catacombs or the deepest caverns of the Underdark. The ground of eternal sentry's lair is often desecrated.

The lair usually has several pools of boiling flesh - the remains of fallen adventurers and sacrifices made by the establishers of the place. A sentry has the power to summon manes from these pools.

On initiative count 20 (losing initiative ties), the sentry takes a lair action to cause one of the following effects; the sentry can’t use the same effect two rounds in a row:

  • This lair action is an exeption that requires sentry's activity and take his full turn instead of typical lair action initiative. At the start of his turn the eternal sentry covers himself with both shileds and starts the summoning which lasts until the start his next turn. During this turn the Sentry's AC is 25 and he gains advantege on Str, Dex and Con saving throws. At the start of the next round one of pools of flesh spits out 1d4+2 explosive manes. The manes act immidiately and use a dash action to reach the closest creature which is not demon or undead. On contact a manes explodes leaving a 5 ft. radius creeping death sphere that grants necrotic vulnerabilty to everyone inside. The sphere lasts 1 minute.
  • Demonic tentacles shoot out from one pool of flesh and try to grab a creature within 60 feet. The creature must succeed on a DC 13 Dexterity saving throw or be pulled in a pool of flesh or hit the floor. A creture in a pool of flesh is suffocating and can onle make DC 13 Constitution saving throws on its turn to get out.

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2018 2:27:59 PM
11
0
Alpha (not playtested)
Coming Soon

Habitat: DesertSwampUnderdarkUrban

Folkard

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