Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 182 (15d10 + 100)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
16 (+3)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws STR +7, INT +6
Skills Athletics +7, Perception +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
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 7 (2,900 XP)
Proficiency Bonus +3
Traits

Regeneration. The sentinel regains 5 hit points at the start of its turn if it has at least 1 hit point.

Magic Weapons. The sentinel's attacks are magical.

Actions

Multiattack: The sentinel makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Arcane Spellcasting: The sentinel casts one of its modified spells without the need for any components. The sentinel telegraphs the preparation of these spells for 2-3 turns before its own. 

The sentinel emits an arcane pulse.
Counterspell (Recharge 3). 
Ranged Spell
: Spellcasting Ability +6range 60 ft. For one round, the sentinel holds Counterspell for the next spell that is cast by an enemy within range. Counterspell is cast as a 3rd level spell.

The sentinel begins conjuring an orb of fire.
Fireball (Recharge 3). 
Ranged Spell: 
DC 16 Dexterity, range 150 ft., 20 ft. radius. Hit: 24 (6d6) fire damage or half as much on a successful save.

The sentinel's arms crackle with electricity.
Lightning Bolt (Recharge 3). 
Ranged Spell: 
DC 16 Dexterity, range 100 ft., 5 ft. line. Hit: 24 (6d6) lightning damage or half as much on a successful save.

Frost begins to cover the sentinel's body.
Rime's Binding Ice (Recharge 3). 
Ranged Spell: 
DC 16 Strength, range 30 ft. cone. Hit: 19 (4d8) cold damage and its speed is 0 until an action is used to break out of the ice. The creature takes half as much damage on a successful save and is not hindered by ice.

Reactions

Magic Missile. When a creature makes an attack against the sentinel's creator, the sentinel shoots two Magic Missile darts (2d4 + 2 Force damage) toward the attacker. 

Legendary Actions

The sentinel casts Hold Person at 3rd level against two creatures within range. DC 16 Wisdom. (Recharge 5)

CougarCorn

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