Large unknown, Lawful Evil
Armor Class 24 Metal
Hit Points 700 (35d20 + 10)
Speed 100 ft.
STR
30 (+10)
DEX
28 (+9)
CON
29 (+9)
INT
19 (+4)
WIS
18 (+4)
CHA
10 (+0)
Senses Blindsight 60 feet, Darkvision 120 feet, Tremorsense 100 feet, Truesight 60 feet, Passive Perception 30
Languages Cannot talk.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Sentinel Summon. Every three turns summon one Sentinel.

Actions

Action Name. Enter the description for your action.

Ancient Zenithium. Melee Weapon Attack: +18 to hit, reach 15 ft., 3 targets. Hit: 15 (6d12 + 10) Necrotic damage. 

Phase Cannon. RangedWeapon Attack: +14 to hit, range 400/1600 ft., 1 target. Hit: 13 (6d10 + 8) Radiant damage.

Legendary Actions

Ultimate Weapon (Costs 3 Actions). When fully charged the Sentinel does 4d20 Necrotic damage.

Description

The Sentinel was made at the start of time at the same time of the ATLAS. The only thing stopping the evil Sentinels is ATLAS. 

Lair and Lair Actions

Lair Actions

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

  • .
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ThestrongestDragonBorn

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