Large Humanoid, Lawful Neutral
AC 22 Plate +2, Shield    Initiative +6 (16)
HP 180 (15d10 + 90)
Speed 35 ft.
Mod Save
STR 22 +6 +11
DEX 12 +1 +1
CON 18 +4 +9
Mod Save
INT 20 +5 +5
WIS 18 +4 +4
CHA 16 +3 +3
Skills Athletics +11, Intimidation +8, Perception +9
Resistances Cold, Fire, Poison
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 19
Languages Common
CR 15 (XP 13,000, or 15,000 in lair; PB +5)
Traits

Alert. The Aetherian Sentinel has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Eldritch Cannons. The Aetherian Sentinel has two mounted force cannons. The cannons have an AC of 18 and 100 hit points each. They are immune to poison damage and psychic damage. If the Aetherian Sentinel is forced to make an ability check or a saving throw, it must make the same save for both cannons. Treat all the cannon's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points. While either force cannon is charged all creatures within 10 feet of the Aetherian Sentinel gain Half Cover (Including the Aetherian Sentinel).

Eldritch Strikes. A creature hit by the Aetherian Sentinel has disadvantage on attack rolls against targets other than the Aetherian Sentinel until the start of its next turn.

Elemental Adept. All fire, cold, lightning, and thunder damage dealt by the Aetherian Sentinel ignores resistances.

Legendary Resistance (3/Day, or 4/Day in Lair). If the Aetherian Sentinel fails a saving throw, it can choose to succeed instead.

Spellcasting. The Aetherian Sentinel is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The Aetherian Sentinel has following Wizard spells prepared:

Cantrips (at will): Blade WardMendingFire Bolt
1st level (4 slots): Absorb ElementsIdentifyProtection From Evil and GoodShield
2nd level (3 slots): Mirror ImageKinetic JauntHold Person
3rd level (2 slots): HasteCounterspellSending

Warcaster. The Aetherian Sentinel has Advantage on Constitution saving throws to maintain concentration on spells. Additionally, it doesn't need a free hand to cast the somatic component of spells.

Actions

Multiattack. The Aetherian Sentinel makes three attacks with its Thunder Gauntlets or Radiant Blade. It can replace up to two of these attacks to fire it's Force Cannons.

Thunder Gauntlets. Melee or Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 18 (3d8 + 6) thunder damage.

Radiant Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 9) radiant or slashing damage. The Sentinel can’t be disarmed of this weapon unless incapacitated.

Force Cannon (Recharge 4-6). Ranged Weapon Attack: +11 to hit, range 120 ft., one target. Hit: 14 (2d8 + 6) force damage. If the target is a creature, on a hit it is pushed up to 5 feet away from the Aetherian Sentinel.

Bonus Actions

Defensive Field (3/Day). The Aetherian Sentinel gains 20 temporary hit points, replacing any temporary hit points it already has.

Radiant Aura. The Aetherian Sentinel's blade sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and can extinguish the light as a subsequent bonus action.

Summon Radiant Blade. If it is on the same plane of existence, the Aetherian Sentinel can summon it's Radiant Blade, causing it to teleport instantly to it's hand.

War Magic. If the Aetherian Sentinel has casted a cantrip as an action it can make one melee weapon attack to a creature within range.

Reactions

Reactive Field. Strength Saving Throw: DC 19, one Huge or smaller creature that the Aetherian Sentinel can see that ends its turn within 30 feet of it. Failure: The creature is pulled towards the Aetherian Sentinel up to 25 feet directly to an unoccupied space. If the target lands in a space within 5 feet of the Aetherian Sentinel, it can make a melee weapon attack against it as part of this reaction.

Radiant Retaliation. Constitution Saving Throw: DC 19, one creature that has attacked the Aetherian Sentinel. Failure: The attacker is Blinded until the end of the attacker’s next turn

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the Aetherian Sentinel can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.

Unleash Arcana. The Aetherian Sentinel casts a cantrip.

Tide of Battle. The Aetherian Sentinel moves up to half it's movement speed, and makes one Thunder Gauntlet or Radiant Blade attack against a creature within range.

Description

Those who dare cross the line and try to dismantle the city of Aetherfall first must face the might of the Aether Guard. Seen by the few, yet rumored by the many the Aether Guard serves the cities government directly, and act as a bulwark against the darkness outside. They are among the few individuals aware of the potential threats and truth that awaits humanity outside the city, and withstand lifelong vigils with honor.

Stationed within the castle bastion of the Arcaneum, the Aether Guard run drills and train aspirants while not resting within its walls. Only being deployed to face the worst of threats, many of the Aether Guard spend their days reveling in war games and maintaining their armaments. These individuals are chosen from a pool of noble lineages brought on board Aetherfall for generational selection, and are beholden to arcane oaths sworn before they are even born.

The Aether Guard acts as the primary wing of the Legion Arcanum, and are divided into three distinct companies. The 1st Company consists of the veteran Aetherian Vanguard  consisting of those who have shown their capability to protect, and to act as a bulwark against the darkness time and time again.

Study the Foe

Characters proficient in Arcana or History gain Advantage on Intelligence (Arcana) checks to study a Aetherian Sentinel, revealing the following based on the result:

(15+) Supremely Warded. You identify it gains half-cover when one or more of its Force Cannons are active.

(20+) Eldritch Knight. You recognize its War Magic Bonus Action, and Force Cannon action.

(25+) Machine of War. You know its strongest and weakest saving throws.


Combat Tactics

The Aetherian Sentinel targets the physically strongest creatures on the field first, and begins to work its way down in priority from there. Typically it begins its first turn of combat by casting Mirror Image, and activating it's Defensive Field bonus action before attempting to close the distance to its first target. On its second turn it begins it's onslaught of attacks with it's Radiant Blade, or Thunder Gauntlets within short range. If the target is out of range for the Thunder Gauntlets the Aetherian Sentinel instead uses its Force Cannons instead. When faced with enemies that pose a significant threat, the Aetherian Sentinel instead uses its second turn to cast Haste on itself and activate it's Radiant Aura if in dark lighting. It uses its Reactive Field reaction only on the physically weakest targets on the field, and uses it's Radiant Retaliation on melee combatants to impose disadvantage.

Lair and Lair Actions

While within the city of Aetherfall the power of the Aether Guard is at its pinnacle. Powered by one of the city's three Mythallar, the Aether Guard act as the first and primary line of defense against outside threats. Split into three distinct companies the faction uses both their armaments and the city itself as a weapon against their enemies, and are known to be brutally effective. Each company has unique lair actions specific to them as depicted below.

Lair Actions

On initiative count 20 (losing initiative ties), the Aetherian Sentinel takes a lair action to cause one of the following effects; the Aetherian Sentinel can’t use the same effect two rounds in a row:

  • Warding Aegis. The Sentinel's armor projects arcane barriers throughout the battlefield. The Sentinel creates up to 3 translucent walls of force, each 10 feet long, 10 feet high, and 1 foot thick, anywhere within 60 feet. These barriers have an 15 AC, and 25 hit points. They are immune to psychic damage, and provide total cover. They last until destroyed, or until the next initiative count 20. The Sentinel can see and make ranged attacks through these barriers without penalty.

  • Synchronized Reinforcement Protocol. The Sentinel's armor broadcasts a priority signal. 1d4 Aetherian Guard constructs (use Gargoyle statistics) emerge from hidden alcoves or materialize from nearby armories. They appear within 30 feet of the Sentinel and act immediately after this lair action. They disappear after 1 minute or when reduced to 0 hit points.

  • Gravitational Anchor Deployment. Ancient defensive enchantments woven into the city's foundation activate. The Sentinel chooses a point within 120 feet. All creatures within 20 feet of that point must make a DC 15 Strength saving throw. On a failure, they are pulled 15 feet toward the center and knocked Prone. Flying creatures fall if they fail the save. The area remains a gravitational anomaly until the next initiative count 20.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2025 1:01:49 AM
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Logan5967

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