| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 11 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Mana Crystal Core (Level 2).
A glowing crystal is embedded in the center of the grunt’s chest.
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If the Clay Grunt takes 25 or more fire damage in a single turn, its crystal becomes unstable.
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If the crystal is destroyed (called shot or critical hit,), it explodes.
Crystal Detonation (Level II).
When destroyed, the crystal explodes in a 10-foot radius. Creatures must make a DC 12 Dexterity saving throw, taking 14 (4d6) force damage on a failure, or half on a success.
Clay Regeneration.
The sentinel regains 5 hit points at the start of its turn if it has at least 1 HP and hasn’t taken fire damage since the end of its last turn.
Multiattack.
The sentinel makes two Clay Slam attacks.
Clay Slam.
Melee Weapon Attack: +5 to hit, reach 5 ft.
Hit: 8 (1d10 + 3) bludgeoning damage.
Clay Grasp.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13).
Until the grapple ends, the sentinel cannot use Clay Grasp on another target.
Crushing Hold.
The sentinel tightens its grip on a creature it is grappling.
The grappled creature takes 5 (1d10) bludgeoning damage.
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