Medium Construct, Any Alignment
Armor Class 16 Natural armor
Hit Points 85 (85d8 + 40)
Speed 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
1 (-5)
Saving Throws CON +7
Senses Passive Perception 11
Languages Understands Common but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Absorption Aura.
The Sentinel emits a 30-foot radius anti-magic field that does not suppress magic entirely but redirects magic to power its core. Creatures within the field have disadvantage on spell attack rolls and saving throws to maintain concentration. Spells cast within this area trigger the Sentinel's Absorb Magic trait.

Absorb Magic.
When a creature casts a spell within 30 feet of the Sentinel, it gains temporary hit points equal to twice the spell's level and regains 1d6 hit points. If the spell is 3rd level or higher, the Sentinel gains advantage on its next attack roll made within 1 minute.

Immutable Form.
The Sentinel is immune to any spell or effect that would alter its form.

Anti-Caster Tactics.
The Sentinel has advantage on attack rolls against creatures concentrating on a spell or creatures that have cast a spell within the last round.

Actions

Multiattack.
The Sentinel makes two Slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 4) bludgeoning damage.

Disruptive Pulse (Recharge 5-6).
The Sentinel releases a pulse of arcane-disruptive energy in a 20-foot radius. Each creature in this area must succeed on a DC 15 Constitution saving throw or be unable to cast spells until the end of its next turn. Concentration spells end automatically if the caster fails this save.

Arcane Channeling Beam. (Recharge 6)
The Sentinel focuses absorbed magic into a destructive beam. A 60-foot line that is 5 feet wide blasts outward. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) force damage on a failed save, or half as much damage on a successful one.

Description

The Arcane Suppression Sentinel is a construct designed by assassins and mage-hunters to counter spellcasters. Standing roughly 7 feet tall, it resembles an intricately carved humanoid statue made of obsidian and adorned with faintly glowing runes. These constructs are deployed to neutralize magical threats, absorbing spells to strengthen their resilience and unleashing destructive retaliation when overwhelmed.

Silent and unrelenting, Sentinels are often found guarding critical locations or accompanying teams of assassins on missions targeting mages. Their presence instills fear in spellcasters, as they can turn a wizard's own magic into a weapon against them.

Bolardo

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