Large Construct, Lawful Neutral
AC 16 (natural armor)    Initiative +2 (12)
HP 60 (8d6 + 32)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 14 +2 +4
DEX 14 +2 +2
CON 18 +4 +4
Mod Save
INT 13 +1 +1
WIS 14 +2 +4
CHA 10 +0 +0
Skills Perception +6
Immunities Lightning, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 16
Languages Thri-kreen, Ziklight
CR 2 (XP 450; PB +2)
Traits

Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The horror doesn’t require air, food, drink, or sleep.

Magic Resistance. The Arcane Sentinel has advantage on saving throws against spells and other magical effects.

Memory Drain (Recharge 6). When the Sentinel hits a creature with a melee attack, the target must succeed on a DC 8 Intelligence saving throw or forget one known spell or ability (DM’s choice) for 1 hour. The ability cannot be used until the effect ends.

Actions

Multiattack. The horror makes two Rotating Saw attacks, or it makes two Lightning Jolt attacks.

Rotating Saw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Lightning Jolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) lightning damage.

 

Bonus Actions

Phase Shift (Recharge 5–6). As a bonus action, the Sentinel teleports up to 30 feet to an unoccupied space it can see.

Reactions

Phase Shift (Recharge 5–6). As a bonus action, the Sentinel teleports up to 30 feet to an unoccupied space it can see.

Description

Arcane Sentinels are towering constructs forged from enchanted steel and crystalline cores, designed to guard vaults of forbidden knowledge and artifacts of immense power. Their bodies shimmer with runic inscriptions that pulse faintly with arcane energy, and their eyes glow like twin stars locked in eternal vigilance. Created by master mages during ages of calamity, these sentinels are more than mere machines—they are bound to ancient oaths, programmed to annihilate intruders and protect their charge at any cost.

Arcane Sentinels are powered by planar energy siphoned from the Astral Sea, granting them resilience against magic and the ability to manipulate space within their domain. They move with unnerving precision, teleporting across the battlefield in bursts of prismatic light, and their crystalline blades hum with raw force. When their vault is threatened, they unleash devastating beams of radiant energy and psychic pulses that fracture the minds of those who dare to steal what they guard.


Behavior

  • Relentless Guardians: They do not negotiate or flee. Their sole directive is to protect the artifact.
  • Strategic Combatants: Sentinels use teleportation to control positioning, targeting spellcasters first to neutralize magical threats.
  • Vault-Bound: They cannot leave the chamber they guard unless commanded by their creator or triggered by a catastrophic breach.

Appearance

A humanoid figure of polished steel and arcane crystal, standing nearly seven feet tall. Its limbs are segmented like clockwork, but its movements are fluid and unnaturally precise. A glowing prism embedded in its chest radiates shifting colors, and its face is a smooth mask etched with sigils that flare when it attacks.


Lore

Arcane Sentinels were first devised by the Cerberus Assembly during the Age of Arcanum to safeguard vaults containing Luxon fragments and planar relics. Their creation required a soul-binding ritual, fusing elemental spirits into crystalline matrices—a process now lost to time. Some scholars whisper that these constructs are not mindless, but dream in silence, yearning for freedom from their eternal vigil.

 

 

TeachNGame

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