Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 200 (23d12 + 115)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
9 (-1)
WIS
12 (+1)
CHA
9 (-1)
Skills Perception +10
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes one slash attack and one pierce attack.

Slash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) slashing damage.

Pierce. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage, and the target is grappled. A grappled target takes 15 (2d8+6) piercing damage at the beginning of each of its turns.

 

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 15 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Sentinel has three legendary actions, and it regains all spent actions at the beginning of each of its turns.

  • ScanThe Sentinel makes a Perception check.
  • Reconfigure - The Sentinel ends any grapples and "pours" itself into a space up to fifteen feet away without provoking opportunity attacks.
  • Slam (2 actions) - The Sentinel ends any grapples, combines both arms into a huge maul, and slams the ground. Creatures within 10 feet must succeed at a DC 17 Constitution saving throw or take 24 (4d8+6) thunder damage, be pushed backwards 5 ft, and fall prone. Creatures who succeed on the save take half damage and do not fall prone.
cmplsv

Comments

Posts Quoted:
Reply
Clear All Quotes