Huge Elemental, Lawful Good
Armor Class 15
Hit Points 1500 (1d20 + 1400)
Speed 40 ft.
STR
26 (+8)
DEX
14 (+2)
CON
26 (+8)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +14, CON +14
Skills Athletics +14
Damage Resistances Bludgeoning from nonmagical attacks
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Passive Perception 11
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Titanic Resilience

If the Sentinel takes 50 or less damage from a single source, it takes no damage instead. (Recharge 5-6)

Aura of Grinding Stone

While not incapacitated, the Sentinel emits a 30 ft. aura of crushing stone pressure and debris.

  • Enemies starting their turn in the aura take 10 (3d6) Bludgeoning damage.

  • Movement within the aura costs 2 extra feet per 1 foot moved (cumulative with difficult terrain).

  • Creatures that end their turn in the aura must succeed on a DC 20 Constitution save or gain 1 level of Exhaustion (this exhaustion fades after a short rest).

Avalanche Heart

When reduced to 0 hit points, the Sentinel crumbles in a violent collapse of stone and pressure:

  • 60 ft. radius burst.

  • All creatures must make a DC 20 Strength Save or take 10d10 Bludgeoning Damage and be knocked prone. Half damage on a success.

Actions
Multiattack

The Sentinel makes 3 melee attacks. Any attack may be replaced with Seismic Pulse or Stone Grasp.

Fist of the Mountain (Melee Weapon Attack)

+15 to hit, reach 10 ft., one target.
Hit: 27 (4d10 + 9) Bludgeoning damage. Target must succeed on a DC 20 Strength save or be knocked prone.

Hurl Boulder (Ranged Weapon Attack)

+13 to hit, range 240 ft., one target.
Hit: 45 (6d12 + 6) Bludgeoning damage. Creatures within 10 ft. of the impact point must make a DC 20 Dexterity save or take 14 (4d6) Bludgeoning damage.

Seismic Pulse (Recharge 4-6)

The Sentinel slams the ground in a 20 ft. radius.
Creatures must make a DC 20 Dexterity Save or fall prone and take 36 (8d8) Bludgeoning Damage. On a failed save, terrain becomes rough rubble (Difficult Terrain) for 1 minute.

Stone Grasp (Recharge 5-6)

The Sentinel summons stone hands from the ground to grapple creatures. Up to 3 Large or smaller creatures within 30 ft. must succeed on a DC 20 Strength save or be Restrained (Escape DC 20).

Legendary Actions

The Sentinel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn.

  • Move: The Sentinel moves up to half its speed without provoking opportunity attacks.

  • Stone Shard Slam: Make one Fist of the Mountain attack.

  • Crushing Wave (Costs 2 Actions): The Sentinel sends a shockwave along the ground. All creatures within 15 ft. must make a DC 20 Strength save or take 22 (4d10) Bludgeoning damage and be pushed 10 ft. away.

justhornet2

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