Medium Construct, Lawful Evil
AC 17 Natural Armor    Initiative +2 (12)
HP 100 (12d10 + 50)
Speed 40 ft.
Mod Save
STR 16 +3 +3
DEX 16 +3 +3
CON 16 +3 +3
Mod Save
INT 10 +0 +0
WIS 14 +2 +2
CHA 8 −1 −1
Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Magical Attacks
Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft; Passive Perception 15
Languages None
CR 10 (XP 5,900; PB +4)
Traits

Multiattack

  • False Appearance: While Sentinel remains motionless, it is indistinguishable from an ornate golden statue.
  • Heedless Tracking: The Sentinel has advantage on Wisdom (Survival) checks to track any creature that has been affected by the Gilded King's magic within the last 24 hours.
Actions

 

Multiattack: The Sentinel makes two Slam attacks.

Slam: Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit (4d8 + 5) bludgeoning damage plus 1d8 radiant damage.

Gilded Net (Recharge 5-6): Ranged Weapon Attack: +6 to hit, range 20/60ft, one target. Hit: The target is restrained by a magical net of liquid gold. While restrained, the target takes 2d6 fire damage at the start of each of its turns. A creature can use its action to make a D 14 Strength check, freeing itself or another creature within reach on a success.

Resonant Pulse: The Sentinel emits a high-pitched harmonic chime. All other Aurum Sentenels and the Gilded King within 1 mile are instantly alerted to the Sentinel's exact location. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

These scouts usually travel in groups of 3-5. Their goal isn't necessarily to kill Hugo, but to hit him with the Gilded Net and use Resonant Pulse to call in the "heavy hitters" or the King himself. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

jmullins1991

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