Sentinel Summon. Every three turns summon one Sentinel.
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.
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.
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