Living Light. The sentinel is powered by the magical flame lit on its candle head. If this flame is ever extinguished, the guardian will fall incapacitated until the flame is relit. The flame will be relit if it takes any fire damage.
Melted Wax. If the sentinel takes at least 10 fire damage, its speed drops to 0 until the end of its next turn.
Spellcasting. The sentinel is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The sentinel has the following spells prepared:
Cantrips (at will): light
1st level (4 slots): detect magic, burning hands, faerie fire, magic missile
2nd level (3 slots): heat metal
3rd level (1 slots): fireball
Multiattack. The sentinel can cast a spell and make (3 - spell level cast) scorching ray attacks or the sentinel can make one flame blade attack.
Scorching Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 13 (2d6 + 5) fire damage.
Flame Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 2) fire damage. This weapon has a critical range of 19-20.
Blazing Hex (Concentration 1 hour). You place a curse on a creature that you can see within 90 feet of you. Until the spell ends, you deal an extra 1d6 fire damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early.
Shield (3/day). The sentinel can cast the shield so long as it hasn't cast a 2nd or 3rd level spell slot.
Comments