Immunity. Immune to all status conditions, and thunder and psychic damage.
Shoot on Movement: The sentry gains an attack of opportunity every time something within its field of Vision moves
Discharge. (Rechage 6): Each creature within a 10 ft. radius of the sentry must pass a DC 15 Dexterity saving throw or suffer 12 (4d6) lightning damage and become knocked prone. On successful save, target takes half damage and does not get knocked prone.
Multiattack. The sentry makes two attacks with bolts.
Force Bolt: Ranged Weapon Attack: +7 to hit, range 40/160 ft., 1 target. Hit: 3 (1d6) [force] damage. Upon a successful hit, the target must pass a DC 13 Dexterity saving throw or be knocked back 10 ft.
Net Bolt: Ranged Weapon Attack: +7 to hit, range 40/160 ft., 1 target. Hit: The target is restrained by a silky net. The creature restrained by a net bolt can escape by using an action to make a successful DC 14 Strength check. The net can be attacked and destroyed as well (AC 10; hp5)
Poison Bolt: Ranged Weapon Attack: +7 to hit, range 40/160 ft., 1 target. Hit: 3 (1d6) [piercing] damage. Upon a successful hit, the target must pass a DC 12 Constitution saving throw or be poisoned for 1d4 hours.
Enter the description for how bonus actions work for your monster here.
Shoot on Movement: The sentry gains an attack of opportunity every time something within its field of Vision moves
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
It’s an unthinking machine that shoots magical bolts – it doesn’t have ability scores. Its perception is based on movement and has a DC of 15 to beat with stealth checks. It can see 120ft with darkvision.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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