Large Construct, Typically Lawful Neutral
Armor Class 16 Natural Armor
Hit Points 75 (7d20)
Speed 30 ft., Climb 30 ft., Fly 60 ft. (only in Crystal Form)
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +6, DEX +5, CON +7
Skills Arcana +4, Athletics +4, Investigation +6, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Invisible, Poisoned, Prone
Senses Darkvision 120 feet range, and sees in shades of green, as if using Night Vision. , Unknown Advantage on all checks and saves that deal with sight., Passive Perception 18
Languages The languages its creator knows, and can communicate with other Arcane Sentinels.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Arcane Siphon. All magical damage dealt to the Arcane Sentinel heals for half the damage dealt, rounded down. (This does not include magical damage dealt by weapons such as +1 swords, axes, etc.)

Psionic Discharge. If the Arcane Sentinel takes magical damage, it can choose to either take the damage dealt as health or hold the attack until its next turn and reflect it back at the original caster.

Energy Shield. A protective shield aura surrounds the Arcane Sentinel. This aura has 25hp that recharges during a long or short rest. Damage dealt to the target goes to the shield first, then to the damage reduction/hp of the user. AC of the shield is 18. 

 

Actions

Multiattack. The Arcane Sentinel makes two attacks, using either its Talons, Psionic Discharge, Phase Disruptor, or its Transform ability or Grapple Cage once.

Transform. As an action, the Arcane Sentinel can change forms between either it's Crystal Form or Stalker Form.

Talons. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 12 (2d6 + 3) [slashing] damage. 

Phase Disruptor. RangedWeapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 30 (3d10 + 15) [lightning] damage. (Recharge 5-6)

Psionic Discharge. RangedWeapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: Same damage dealt to caster that was dealt towards Arcane Sentinel.

Grapple Cage. RangedWeapon Attack: +6 to hit, range 30 ft., 1 target. Target must make a Dexterity Saving Throw of 15 or be grappled and restrained. Target can make a DC 18 Strength check at the end of its turn to attempt to break free. 

Bonus Actions

Surveyor. Arcane Sentinel seeks out the use of magic used within its visual range. As a Bonus Action, it can alert any other allies within 1,000 feet of its location of any magic users that have been identified. 

Description

Arcane Sentinels are Constructs built to patrol large regions to police the use of magic. Though dangerous on their own, Arcane Sentinels are best when working together to neutralize an opponent. Arcane Sentinels have four mechanical, spider-like legs that come to a very sharp point.

While in Crystal Form, these legs are big enough to form together around the rest of it's body, encasing it. The Arcane Sentinel emits a low level humming noise as it floats through the air in its Crystal Form, and has a slow rotational orbit that's noticeable while stationary. Multiple Sentinels can come together and begin to orbit around each other to form a sort of hub for which they can share information amongst themselves while patrolling a location for magic users. 

While in Stalker Form, Arcane Sentinels resemble a four-legged spider with its Grapple Cage resembling the abdomen. The construct's inner working of gears, motors, and a central power crystal make up the cephalothorax. The head has six eyes; two larger eyes for frontal vision, and two smaller eyes on each side to allow a 240 degree field of view, as well as the ability to use a sort of night vision while in darkness. 

Monster Tags: construct

Habitat: Urban

MercilessUndead

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