Medium Celestial, Any Lawful Alignment
Armor Class 16 Natural
Hit Points 17 (4d8 + 2)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws DEX +5
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Celestial
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Third Eye. Astral Sentinels always succeed initiative rolls.

 

Actions

 

Gauntlet Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 3) [Bludgeoning] damage. 

Longsword Slash. Melee Weapon Attack: +2 to hit, reach 10 ft., 2 targets. Hit: 12 (1d12 + 2) [Slashing] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Astral Sentinels are beings that guard Celestial pocket dimensions, they kill all intruders and don stone armor and look to be a statue at first glance.

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.

JollyMrCreampuff

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