Adamantine Body. The Adamantine Sentinel is immune to critical hits from non-adamantine weapons, and adamantine weapons do not get automatic critical hits against it. Animated sentinels are proficient in the tools used to maintenance themselves, as well as two other tools determined at the time of their creation.
Animated Sentinel. This creature is an animated sentinel, and is able to perform complex actions, follow multiple-step orders, and retain memory of long series of commands with ease. It will defend itself when attacked, unless explicitly ordered not to, and will do everything in its power to achieve its goals. It is immune to most mind-affecting conditions, and can act in a way that may even seem sentient, down to the usage of advanced skills inherited from the memories of one who helped produce it.
Inherited Memory. Adamantine Sentinels are created by granting an amount of memory to the enchantments used to animate a suit of adamantine armor. If given an order by the one whose memories it gained its skills from, the creature whose memories were used has advantage on its Charisma ability checks, and the adamantine sentinel makes a Wisdom Saving Throw to resist the orders given. This may even override the animated sentinel's controller, but if the orders would oppose orders given through its controller, the sentinel has advantage on its wisdom saving throw. If orders are overridden this way, the adamantine sentinel will perform the new orders as though they were given by the one using its controller until there is a direct conflict, such as being ordered to destroy an object the controller ordered them to protect, at which point they will fall unconscious for 1 minute. After rebooting this way, the adamantine sentinel will return to consciousness following the orders of the controller.
Antimagic Susceptibility. The sentinel is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sentinel must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the sentinel remains motionless, it is indistinguishable from a suit of adamantine armor.
Sentinel Controller. The animated sentinel is bound to an object or structure that serves as its controller through powerful enchantments. This controller, once attuned to, can usually be bound to as many as 4 sentinels, though larger or more powerful controllers may be able to bind to even more. All sentinels bound to an Animated Sentinel Controller are absolutely loyal to the one that is attuned to their controller.
Sentinel Communication. Animated Sentinels have no inherent ability to communicate by conventional means, but they can communicate, in a sense, with one another. Animated Sentinels are treated as having telepathy with any other animated sentinel within 300 feet of it, as well as with any other sentinel that is bound to the same sentinel controller as it that is on the same plane of existence. One attuned to the sentinel's controller can freely telepathically communicate with an animated sentinel so long as they are on the same plane of existence, but the sentinel can only relay back simple factual answers, that most concisely and accurately answer a question or achieve a previously given order. One such example would be "go to the lake and tell me how many humanoids are there". Upon arriving at the lake and performing a perception check, the sentinel would immediately, and without warning or further context, telepathically communicate the exact number of humanoids it detected. It would not give further detail, such as any statement to insinuate that some may be hiding or what they are doing unless directly prompted to do so.
Multiattack. The sentinel makes two melee or ranged attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) bludgeoning damage. This attack is treated as both adamantine and magical for the sake of overcoming resistances and immunities.
Adamantine Longsword +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands to make a melee attack. Successful attacks against non-adamantine objects, structures, and constructs with this weapon are always critical hits.
Longbow +1, Adamantine Arrows. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Successful attacks against non-adamantine objects, structures, and constructs with this weapon are always critical hits.
Shield Bash, Adamantine Shield +1. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage. If the target is large or smaller, it must succeed a DC 15 STR saving throw or be pushed back 5 feet away from the Animated Sentry. If the target would collide with another creature, object, or surface of equal or larger size, both they and the object they would collide into take an additional 8 (1d6 + 5) bludgeoning damage on failing this save. This attack is treated as both adamantine and magical for the sake of overcoming resistances and immunities. The adamantine sentinel must be equipped with a shield in order to perform this attack.
Description
These animated suits of adamantine armor are far from inexpensive to create, but generally considered to be well worth the cost. Used by wealthy mages, nobles, and others of such persuasions as staunch defenders and loyal guardians, these advanced counterparts to the animated armor can serve far more active roles for those who command them. When an adamantine sentinel is created, it is magically tethered to a ring, amulet, rod, or other such object which serves as its controller. Any who attunes to such a controller has unsurpassed authority over all adamantine sentinels bound to that controller, each and every one performing any task and following any command they receive to the utmost of their ability.
Unlike more common suits of animated armor, these constructs are not merely unthinking automatons. Each holds a modicum of combat skill and an understanding of how to perform in combat and siege warfare derived from the memories of a knight or soldier that volunteered this information to the production of the construct. Those who volunteer such skills lose nothing in the process, but do gain familiarity with the construct they lent aid to the creation of, and often times will be listened to by such constructs in the absence of a controller.
Like other animated sentinels, the adamantine sentinel is able to perform basic problem solving and follow complex orders, but has no motivations or desires of its own, and will not seek to perform tasks that it has not been ordered to. In the absence of a controller, such a sentinel will continue to follow the last orders it received until completed, or until they are destroyed.
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