Magic Resistance: The Aurinoir Sentry has advantage on saving throws against spells and other magical attacks.
Evasion: When Aurinoir Sentry is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, instead it takes no damage if it succeeds and half damage if it fails.
Rapid Slash: If the Aurinoir Sentry has advantage on a High-Frequency Blade attack against a target, it can forgo the advantage and instead make an additional attack against the same target.
Immutable Form: The Aurinoir Sentry is immune to any spell or effect that would alter its form.
Multiattack: The Aurinoir Sentry makes two High-Frequency blade attacks and one Barbed Tail attack.
High-Frequency Blade: Melee Weapon Attack: Attack: +10 to hit, reach 5ft, one target. Hit: 13 (2d6 + 6) slashing damage and 7 (2d6) force damage. This attack ignores resistance to slashing damage and is considered magical.
Barbed Tail: Melee Weapon Attack: +10 to hit, reach 10ft, one target. Hit: 10 (1d6 + 6) piercing damage. If the target is a creature it must succeed a DC 18 Strength saving throw or be knocked prone.
Move: The Aurinoir Sentry can take the Disengage action without provoking opportunity attacks.
Brace: The Aurinoir Sentry makes one Barbed Tail attack against a creature that comes within 10ft of it.
Defensive Acrobat: As a reaction to an attack that would hit the Aurinoir Sentry, it can make an Acrobatics check against the hit roll. If the result is higher the attack misses.
Description
Previous Versions
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6/20/2024 1:24:30 PM
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Coming Soon
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