Large Construct, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 110 (10d10 + 60)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +7, CON +7
Damage Vulnerabilities Thunder
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages Understands commands given in any language but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Immutable Form. The Sentinel is immune to any spells that would alter its form.

Overcharge. When the Sentinel takes lightning damage it may recharge its Electric Blast.

Magic Weapon. The Sentinel Attacks are considered Magical for the point of overcoming resistance.

Magic Resistance. The Sentinel gets advantage on Saving Throws against magical effects.

Self-Repair. Every turn this creature regains 1d6 hit points unless it takes thunder.

Actions

Multiattack. The guardian makes two Trauma Arm attacks.

Trauma Arm. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 4); bludgeoning damage plus (2d6) Lightning damage.

Discharge (recharge 5-6). A rupture of electricity explodes in a 10ft radius. All creatures in the radius must make a dexterity saving throw or take (5d8) Lightning damage on a failed save or half as much on a successful one. If the creature is wearing metal they make the check at disadvantage.

Reactions

Internal Realignment. When the Sentinel takes damage from a certain type of damage it may use its reaction to gain resistance till the end of the next turn.

Environment: Urban

Gryllagun

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