Large Construct
Armor Class 15
Hit Points 80 (10d10 + 30)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +6, CON +5
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Passive Perception 1
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Vehicle Traits

Crew Capacity: One creature can operate the Aqua Sentinel. Another creature can hold on to the back of the Sentinel, allowing them to ride along. This second creature moves with the Sentinel, using the Sentinel's movement speed.

Constructed Resilience. The Aqua Sentinel has advantage on saving throws against being poisoned and is immune to disease.

Flame Absorption (Reaction). When the Aqua Sentinel is targeted by a fire-based attack, it can absorb the flames, reducing the damage by half and granting 10 temporary hit points to itself or a creature of the driver’s choice within 30 feet.

Cooling Aura (Bonus Action). The Aqua Sentinel can emit a cooling aura in a 20-foot radius for 1 minute. Any creatures within this aura have resistance to fire damage and gain a +2 bonus on Constitution saving throws. This aura is a consistent, ongoing effect that the driver can maintain while operating the vehicle.

 

Repairs: The driver can make a DC 13 Intelligence (Arcana) check to restore 2d8 hit points to the Aqua Sentinel. Repairs can only be made up to half the vehicle's maximum hit points.

Water Reservoir: The Aqua Sentinel carries a water reservoir, which the driver can use to activate Mist of Restoration or Cooling Aura up to 3 times per encounter. If these uses are expended, the Aqua Sentinel can be refueled by submerging it in water for 1 hour.

 

Actions

Vehicle Actions

Water Cannon. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 9 (2d6 + 2) cold damage. If the target is on fire, the flames are extinguished.

Mist of Restoration (Recharge 5-6). The Aqua Sentinel releases a rejuvenating mist in a 15-foot radius around itself. Allies within the mist regain 10 (2d8) hit points and have advantage on saving throws against the next fire-based attack within the next round.

Protective Mist (1/Day). The Aqua Sentinel envelops itself in a thick, obscuring mist in a 15-foot radius. Allies in the mist gain advantage on Dexterity saving throws and attacks against them have disadvantage until the start of the Sentinel’s next turn.

lordbounceycastle

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