Large Construct, Unaligned
Armor Class 18 (Crystal Ice armor)
Hit Points 115 (7d12)
Speed 30 ft., (Every time the Belkin Sentry loses a leg, its speed reduces by 5 ft.) , Climb 30 ft. (Every time the Belkin Sentry loses a leg, its climb speed reduces by 10 ft.)
STR
18 (+4)
DEX
11 (+0)
CON
20 (+5)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
Damage Vulnerabilities Bludgeoning, Force
Damage Resistances Cold
Damage Immunities Psychic
Condition Immunities Blinded, Deafened, Poisoned
Senses Tremorsense 50 ft. (Every time the Belkin Sentry loses a limb, its Tremorsense range reduces by 10 ft.), Passive Perception 1
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Crystal Ice Armor (Crack): Whenever a creature attacks the Belkin Sentry and rolls a 19 or 20 on the die the Belkin Sentry loses 1 AC permanently. Then roll a d4. on a roll of 2, 3 or 4, one limb is lopped off, with the effect of such loss determined by the GM. When the Belkin Sentry has only 3 legs remaining it immediately attempts to hang and when it only has 2 legs it becomes unable to move permanently.

Crystal Ice Armor (Chip): Whenever a creature damages the Belkin Sentry and rolls a 1 + (X) on a damage dice (where X is the number of chips the Belkin Sentry has), double that damage and the Belkin Sentry gains a chip.

Enchanted Venom: While Bloodied, Any creature that moves into or starts it's turn within 10 ft. that breaths must pass a DC 14 Con save or gain 1 stack of toxin. 

When a creature that breaths ends their turn within the abilities area, that creature must pass a DC 14 Con save or gain 1 stack of Toxin.

When the Belkin Sentry dies all creatures within 50 ft. with stacks of Toxin on them have their number of stacks reduced to 0 and heal 5 HP.

Toxic: Any creatures with stacks of Toxin on them must repeat the saving throw at the beginning of their turn, on a success that creatures Toxin stacks reduce by 1 or on a failure that creature takes 1d4  poison damage for every stack of Toxin it has.

Actions

Impale. Melee Weapon Attack:  +4 to hit, reach 15 ft., one target. Hit: (1d12 + 3) piercing damage and the target must pass a DC 14 CON save, taking 1d6 poison damage and gaining a stack of Toxin on a failed save, or half as much on a successful save.

Ram. Melee Weapon Attack:  The Belkin Sentry moves up to its movement forwards towards an enemy, pushing any creatures moved over the full duration and making an impale attack on the first creature hit.

Flail. (Hanging Only) (Recharge:First time bloodied or AC is <16) AoE 20 ft. all targets must past a DC 12 DEX save and fall prone or take 1d6 + 2 Bludgeoning damage and be pushed 20 ft. away from the Belkin Sentry and are knocked prone.

Unique movement action: Hang. 30 ft. reach, the Belkin Sentry extends its tail upwards up to 30 ft. and lodges its stinger into the roof. While hanging the Belkin Sentry is unable to make any non-movment action other than flail.

 

Reactions

When the Belkin Sentry is first bloodied It immediately attempts to hang.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2023 6:07:11 PM
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11/22/2023 6:12:41 PM
5
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11/22/2023 6:21:57 PM
7
0
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Monster Tags: Elemental

Thoun2

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