Angelic Weapons. The sentinel's weapon attacks are magical. When the sentinel hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).
Innate Spellcasting. The sentinel's spellcasting ability is Charisma (spell save DC 18). The sentinel can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, hypnotic pattern, flame strike, guiding bolt
1/day each: control weather, insect plague
Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.
Multiattack. The sentinel makes two melee attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 7) slashing damage plus 4 (1d8) radiant damage.
Arcane Burst (Recharge 6). The sentinel strikes the ground, creating a burst of arcane energy that ripples outward from it. All creatures within 20ft of it must succeed on a DC 16 Constitution saving throw or take 9 (3d6) thunder damage, as well as 9 (3d6) force damage and be knocked prone. A creature that succeeds on its saving throw takes half damage and isn't knocked prone.
Description
These spectral guardians protect celestial shrines from unworthy visitors. They are fueled by the weave's chaotic energy and can change their shape and abilities. They test the courage, wisdom, and honor of adventurers by challenging them to combat. They are ethereal and translucent, with glowing white outlines. They can take the form of any creature or object, but usually prefer to resemble warriors or beasts.
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