Large Construct (Demon), Neutral
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
8 (-1)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +11, CON +9, CHA +8
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Truesight 30ft., Passive Perception 10
Languages Common, Infernal, Abyssal, Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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 two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Argent Beam (Recharge 6). The golem fires a beam of pure hell energy in a 60ft radius. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Threat Detected. Upon being attacked or sensing an unauthorized presence, the Sentinels will become hostile to all outsiders until being overridden by their creators or until being killed.

Unstable Core. When killed, roll a d100. There is a 50% that the Sentinel will explode due to an unstable Hell Energy Core. If then number rolled is 50+, there is no core meltdown. If the number is 49- there will be a meltdown. The explosion will spread over an area of 25ft. All players within the area must make a DC 18 Dexterity save. If failed, the player(s) will take 54 (6d20) fire damage and be blinded/deafened (d2). If successful, the damage will be halved with no blindness/deafness. 

Description

The guards of choice for T'ranycus, these robotic creatures remain loyal to only T'ranycus and those that are approved by their creator. They guard all of his frequent locations in the Underrealms, most notably The Anti-Monastery, The Blood Pillar Library, and The Institute of Brimstone. All of which are owned by T'ranycus. 

PP_Expandus

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