Large Undead, Neutral Evil
Armor Class 18 Natural
Hit Points 120 (16d8)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +7, CON +6, WIS +4
Skills Athletics +7, Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60ft, Passive Perception 11
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Spectral Resilience: The Undying Sentinel has resistance to all damage from non-magical weapons.

Actions
  1. Multiattack: The Undying Sentinel makes two attacks with its Reaper's Scythe.

  2. Reaper's Scythe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or suffer from a lingering necrotic effect. At the start of each of its turns, the creature takes 5 (1d10) necrotic damage for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

  3. Summon Shadows (Recharge 5-6): The Undying Sentinel summons 2d4 shadows. The shadows appear in unoccupied spaces within 30 feet of the Undying Sentinel and act immediately after it in the initiative order. These shadows vanish after 1 minute or when reduced to 0 hit points.

Bonus Actions

Bonus Action: Shadow Surge (1/Day): The Undying Sentinel channels its dark powers, causing shadows to writhe and twist around it. Until the start of its next turn, the Undying Sentinel gains advantage on all attack rolls and can move through other creatures and objects as if they were difficult terrain, without taking damage. Additionally, any enemy that starts its turn within 10 feet of the Undying Sentinel takes 5 (1d10) necrotic damage.

Reactions

Ethereal Shift (Recharge 5-6): As a reaction when the Undying Sentinel takes damage, it can phase out of reality, becoming incorporeal until the start of its next turn. During this time, it gains resistance to all 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.

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.

Habitat: Underdark

SirMooseAlot37

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