Medium Construct, Unaligned
Armor Class 20 (natural armor and shield)
Hit Points 76 (8d8 + 40)
Speed 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
1 (-5)
WIS
13 (+1)
CHA
1 (-5)
Skills Athletics +8, Perception +7
Damage Immunities Poison, Psychic
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 17
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Antimagic Susceptibility. The sentry is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sentry must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions

Multiattack. The sentry makes three melee attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Longsword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) damage when wielded with two hands.

Hurl Gauntlet. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target must make a DC 15 Strength saving throw. On a failed save, the sentry either pushes the target 20 feet away from it, or it pulls the target up to 20 feet toward it, and then if the target is within 10 feet of the sentry, the target is grappled (escape DC 15).

Reactions

Separate. When a creature the sentry can see hits it with an attack, the sentry can momentarily split into separate pieces to dodge the attack, forcing the attacker to reroll the attack roll. It must use the new result.

Description

There are ways to animate a suit of armor with greatly increased mental and physical acuity, so long as the suit of armor was only worn by a single warrior for many decades of war. The animating magic recalls the object's latent memories of combat and weaves those memories into the enchantment's limited intelligence.

Transcending the capabilities of a normal animated armor, these constructs are known as hollow sentries. They serve as ageless guardians in forgotten hallways, a remnant of times lost to history, supplementing ancient tactics with maneuvers such as separating their floating armor pieces to gain extra reach or dodge an attack.

Along with the inanimate weapons they wield, hollow sentries are often found carrying several flying swords, guardian shields, and sometimes even magician tomes. They are often bedraggled by chains or holding strange torches, but these are actually constricting chains and animated candelabras. Once engaged in combat, the animated objects that accompany them begin moving on their own, and the entire group of them fights as one mystically coordinated team that aids the sentry.

Constructed Nature. An animated object doesn't require air, food, drink, or sleep.

An animated object reduced to 0 hit points loses its animating magic. It becomes inanimate, and it is too damaged to be of much use or value to anyone.

Monster Tags: construct

BenevolentEvil

Comments

Posts Quoted:
Reply
Clear All Quotes