Bone Barrage (Recharge 5–6)
The Sentinel erupts with jagged bone spikes. Creatures in a 20-foot cone must make a DC 15 Dexterity saving throw, taking 4d10 piercing damage on a failed save, or half on a success.
Relentless Regrowth
At the start of its turn, the Sentinel regains 10 HP unless it is in direct sunlight or has taken radiant damage since the end of its last turn.
Flesh of the Forgotten
When first reduced to 0 HP, the Sentinel collapses and appears dead. At the start of its next turn, it reanimates with 40 HP and gains advantage on all attack rolls against any creature that damaged it last turn.
Multiattack
The Sentinel makes two Bone Blade attacks.
Bone Blade
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
Screech of the Bound (Recharge 6)
The Sentinel unleashes a psychic wail. All creatures within 30 ft. must make a DC 14 Constitution saving throw or be stunned until the end of their next turn.
Runeburst Surge (1/Turn)
Requirement: The Sentinel has used its Multiattack this turn.
The glowing rune-scar in the Sentinel’s chest pulses violently. A jagged pulse of corrupted energy lashes out from its body.
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One creature within 15 ft. must make a DC 13 Constitution saving throw or take 2d6 necrotic damage and have disadvantage on the next saving throw it makes until the end of its next turn.
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On a success, the target takes half damage and suffers no penalty.
Harvest the Fallen (Recharge 6)
Trigger: A creature has been reduced to 0 HP within 30 feet of the Sentinel since its last turn. The Sentinel draws on the death nearby, pulling sinew and spirit into itself.
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The Sentinel regains 15 hit points, and the rune-scar glows brighter.
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All creatures within 10 ft. of the Sentinel must succeed on a DC 12 Wisdom saving throw or be frightened until the end of their next turn as they feel the dying soul scream through the air.
Last Wail of the Warbound (1/encounter)
As the Sentinel is reduced below 50% HP or when it is revived by Flesh of the Forgotten, it can unleash this ability at the end of any creature’s turn.
The Sentinel releases a blighted psychic pulse, calling upon the anguish of those who died where it stands. The rune in its chest flares violently — not with light, but with mourning.
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Effect: Each creature within 30 feet of the Sentinel must make a DC 15 Wisdom saving throw.
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On a failure, they take 5d10 psychic damage, are frightened until the end of their next turn, and hear overlapping voices of the dead in their heads.
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On a success, they take half damage and resist the fear, but still hear the whisper of names — names they’ve never known.
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After using this ability, the rune-scar temporarily seals over, granting the Sentinel 20 temporary hit points and advantage on its next saving throw.
Description
A towering grotesque formed of scar-woven flesh and shattered memory, the Blight-Twisted Sentinel stands nearly ten feet tall — its body a brutal testament to violence and decay. Its skin is a tapestry of hardened, red-raw muscle, stretched tight over fused bones and warped by rune-burns and trauma. The texture is uneven — slashed, pocked, and cratered — like a battlefield walked for centuries.
From its back and shoulders, jagged bones protrude, yellowed and cracked like siege pikes left to rot in the rain. They shift unnaturally with every breath, some twitching as though still alive. Parts of its chest are split open, exposing a pulsing, glowing rune-scar etched into the viscera where a heart should be — not beating, but burning, casting faint light through the open ribcage like a dying star.
Its forelimbs are grotesquely elongated — fused femurs and sword-hilt bones hammered into swordlike appendages, sharpened from centuries of blood and friction. Each movement leaves deep furrows in the earth, and each step is accompanied by the distant, phantom cry of a battlefield long dead.
Its face — if it can be called that — is a fractured mask of skull fragments, many of them still wearing faint expressions of agony. Some are silent. Others weep ichor. And one glows faintly — a central rune, open like an eye that never blinks.
The entire creature radiates an air of unrest — not rage alone, but an ancient pain, driven by something far deeper than instinct.
Something blighted, something left unfinished.
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