Medium Construct, Unaligned
AC 15 Reinforced Plating    Initiative +2 (12)
HP 18 (4d6 + 4)
Speed 20 ft., Walk 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +4
CON 14 +2 +2
Mod Save
INT 6 −2 −2
WIS 12 +1 +3
CHA 6 −2 −2
Skills Perception +5, Stealth +4
Resistances Bludgeoning and Piercing from nonmagical attacks
Senses Darkvision 60ft; Passive Perception 15
Languages Understands Common and ancient command-codes but cannot speak
CR 1/2 (XP 100; PB +2)
Traits

  • Construct Nature.
      Doesn’t require air, food, drink, or sleep.
  • Sentinel Optics. Advantage on Wisdom (Perception) checks relying on sight.
  • Defensive Anchor. If the Sentinel hasn’t moved this turn, it gains +2 AC until the start of its next turn.

 

 

 

Actions

  • Beam Burst. Ranged Weapon Attack: +4 to hit, range 40 ft., one target. Hit: 6 (1d8+2) radiant (or necrotic).
  • Claw Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
    Hit: 4 (1d6+1) slashing.

 

Bonus Actions

  • Quick Reposition.   Moves up to 10 ft. without provoking opportunity attacks. 

  • Marking Pulse.    Targets one creature within 30 ft.; that creature is Marked until end of next turn. Sentinel has advantage on its next attack against that creature.

 

 

Reactions

  • Guardian Intercept.
      When an ally within 5 ft. is attacked, the Sentinel can impose disadvantage on the attack roll.

 

Description

A sturdier construct forged to guard sacred thresholds. Its body is thicker, plated with layered stone-metal armor, and its three clawed limbs dig firmly into the ground. The central eye burns steady amber, flickering violet when corrupted. Unlike the Scout’s jittery movements, the Sentinel is patient and immovable, projecting low resonant tones that reverberate like a warning bell. When threatened, it anchors itself and strikes with claw and beam, shielding allies until its core shatters in a burst of violet haze.

CubeCrusader_14

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