Large Construct, Typically Neutral
Armor Class 20 (adamantine plating)
Hit Points 150 (6d10 + 100)
Speed 30 ft.
STR
25 (+7)
DEX
19 (+4)
CON
20 (+5)
INT
3 (-4)
WIS
9 (-1)
CHA
1 (-5)
Saving Throws STR +13, DEX +10, CON +11
Skills Intimidation +5
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Lightning, Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 14
Languages Understands the languages of its creator but can't speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Lightning Absorption. Whenever the sentinel is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Immutable Form. The sentinel is immune to any spell or effect that would alter its form.

Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.

Magic Weapons. The sentinel's weapon attacks are magical.

Actions

Multiattack. The sentinel makes two melee attacks or three warforged minigun attacks.

Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 4) bludgeoning damage.

Robotic Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a medium or smaller creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained. On a critical hit, roll an additional D20; if a 20 is rolled again, the grappled limb is severed. If a grappled and restrained creature is reduced to 0 HP after an attack from the robotic claw, the grappled limb is also severed.

Ram. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 20 (2d10) bludgeoning damage. (The sentinel dash to ram the target) The target must then succeed on a DC 19 Dexterity saving throw or be knocked proned and become stunned for 1 round (If the target is a creature larger than medium, you ignore the saving throw.). On a critical failure from the saving throw, the target is unconscious. On a hit, the target is propelled 5ft. backward on a successful save and twice as far on a failed save.

Launch. The target is picked up and thrown 10ft. away in the direction of your choice. If the target hits any surface other than the ground, it takes 2d10 bludgeoning damage. If it only hits the ground the target takes 1d8 bludgeoning damage. The target must be medium or smaller in order to be launchable.

Warforged Minigun. Ranged Weapon Attack: +10 to hit, reach 60 (120) ft., one target. Hit: 10 (1d10 + 4) piercing damage. 

Poison Gas (Recharge 6). The sentinel exhales poisonous gas in a 15-foot radius around it. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Reactions

When a creature is grappled successfully, the Sentinel will be able to Launch the creature in the same turn. 

Description

The sentinel feature high capacity storage on his back and possess three big spider-like legs. It has a warforged minigun on one of his arm, attached to a magazine on his back containing tons of ammo. It possess one big and strong arm at the end of wich is a sharp and habile claw. It possess on the same side, a smaller arm on wich is a smaller and less agile claw.

Previous Versions

Name Date Modified Views Adds Version Actions
9/28/2022 12:54:58 PM
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Coming Soon

Monster Tags: constructArtificer

Habitat: Urban

ShiroInari03

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