Overshield: The sentinel begins combat with 18 (2d10 + 8) temporary hit points, and when not taking damage, takes one turn to restore those hit points.
Sentinel Beam. Ranged Weapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 18 (2d10 + 7) fire damage
Description
Aggressor Sentinels have two arm-like appendages, with two fine manipulators at the end of each arm. Their central head rests above a curved undercarriage housing an offensive Sentinel Beam. Their powerful beam weapons and defensive energy shields make them very effective in combat against intruders or foreign objects that present themselves as threats. Their smaller lasers are used for both repairing damaged Forerunner constructs in conjunction with Constructors, and self-repair should the Aggressors be damaged in combat. Aggressors are propelled by both an anti-gravity unit located on the undercarriage and small, exotic form of impulse drive which enables them to travel at high speeds. They are also capable of tapping into their installation's teleportation grid. A player should expect to see them two or three at a time.
Lair and Lair Actions
Floating facilities on a forerunner installation, most notably the halo rings, and shield worlds.
Lair Actions
On initiative count 20 (losing initiative ties), the sentinel takes a lair action to cause one of the following effects; the sentinel can’t use the same effect two rounds in a row. Recharge 5-6
- Enforcement Protocol. The sentinel calls for help, calling 1d6-1 additional aggressor sentinels to its side, this result cannot be less than one. If the die roll is 6, instead a single enforcer sentinel appears. These allies roll separate initiative.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/2/2021 11:16:56 PM
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6
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0
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Coming Soon
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12/7/2022 4:03:46 AM
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25
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2
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3
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Coming Soon
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3/31/2024 2:08:35 AM
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28
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2
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Coming Soon
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3/31/2024 2:10:36 AM
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28
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0
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Coming Soon
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