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.
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 +6, range 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.
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.
The sentinel casts Hold Person at 3rd level against two creatures within range. DC 16 Wisdom. (Recharge 5)
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