Antimagic Susceptibility. The sentinel is incapacitated while in the area of an antimagic field. If the sentinel is targeted by Dispel Magic, it becomes paralyzed for 1 minute. The sentinel can make a wisdom saving throw at the end of each of its turns against the casters spell save DC, ending the effect early on a success.
Immutable Form. The sentinel is immune to any spell or effect that would alter its form.
Innate Spellcasting. The sentinels spellcasting ability is Charisma. It can cast the following spells, spellsave DC 15:
Hold person 1/day
Color spray (3rd level) 2/day
Shield of faith 3/day
Iron Grip. The sentinel has advantage on saving throws against effects trying to disarm it.
Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.
Magic Weapons. The sentinel's weapon attacks are magical.
Multiattack. The sentinel makes three Halberd attacks, or one Shield Bash and one Halberd attack.
Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Shield Bash. Melee Weapon Attack: Strength save DC 17, reach 5 ft., one target. Fail: 28 (5d8 + 6) bludgeoning damage.
Restrain the Lawless. When the sentinel is grappling a creature, it can use an action to make another grapple check. On a success, the target is incapacitated in addition to being grappled. The effect ends when the grapple ends.
Sentinel Charge. When the sentinel takes the Dash action, it can as a bonus action make 1 Shield Bash or Halberd attack. If it makes a Shield Bash, the target has disadvantage on the saving throw. If it makes a Halberd attack, the range is extended by 5 ft.
Stoutward Defense. The sentinel can take the Dodge action as a bonus action.
Prepared Riposte. The sentinel takes a stance until the start of its next turn. While in this stance, when a creature makes a melee attack against the sentinel, it can use a reaction to make a Halberd attack against that creature. If the creature missed their attack, the sentinel has advantage on this attack.
Braced Defender. The sentinel can make an opportunity attack when a creature enters its range.
Halting Attack. When the sentinel hits with an opportunity attack, the sentinel can choose to half the damage of that attack and knock the target prone.
Sentinel Protection. When a creature within 5 ft. other than itself is hit by an attack, the sentinel can use a reaction to add +2 to the target creatures AC for that attack, potentially causing it to miss.
Sentinel Interception. When a creature within 5 ft. other than itself takes damage from an attack, the sentinel can use an reaction to reduce the damage of that attack by 2d8+6.
Description
The Anestaria Sentinels are giant suits of armor inhabited by magical force, guarding the two major cities of the nation. The sentinels always patrol in pair of two's, and have 3 operational modes.
In Passive Watch mode, the sentinels either stand still at their given posts or slowly patrol along a certain path. Doing this mode, the sentinels will seem friendly to observers and interact with civilians, such as playful children or people asking for directions.
The sentinels will enter Active Search mode when they spot suspicious activity, when a civilian reports of criminal activity etc. While in this mode, the sentinels will move at average speed, and widely disregard most civilian. The sentinels can split up if needed while searching. This is in theory one of the only few opportunities to isolate a sentinel.
When trouble really starts, the sentinels will enter Defend and Detain mode. During this mode, their full speed and strength is on display. If there are two or more of them at the scene and civilians are present, the majority will defend and escort civilians while usually only one deals with the threat, until the rest of the sentinels joins again.
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