Magic Absorption. Whenever the sentinel is subjected to magical damage, it takes no damage and instead regains a number of hit points equal to the fire 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.
Reactive
Multiattack. The sentinel makes three melee attacks.
Slash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (5d8 + 7) slashing damage.
Sentinel Rushes
Defender's Rush - The sentinel may move up to its movement but only towards its ally, giving the target 3/4 cover, this movement does not provoke attacks of opportunity.
Enforcer's Rush - The sentinel may move up to its movement but only towards an enemy, making two Slash attacks upon coming within range, this movement does not provoke attacks of opportunity.
Overwhelming Rush - The sentinel may move up to its movement and move through a creature's space if it is large or smaller, any creature whos space in moved in must make a DC 22 Dexterity saving throw or take bludgeoning damage equal to 5 x every five feet of movement the sentinel takes prior to reaching them, this movement does not provoke attacks of opportunity.
The sentinel has access to sleep, counter spell, dispel magic, hold person, hold monster, and wall of force. it may cast each spell three times a day.
The Sentinel may make a perform a Rush as a bonus action if it hit a creature with an attack.
Parry - When an attack roll is made against the sentinel, it may add 6 to its AC for this specific roll.
Counter Spell
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