| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 8 | −1 | −1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | −3 | −3 |
Earth Glide. The sentinel can burrow through nonmagical, unworked earth and stone. While doing so, the sentinel doesn’t disturb the material it moves through.
Siege Monster. The sentinel deals double damage to objects and structures.
Death Burst. The sentinel explodes when it dies. Strength Saving Throw: DC 15, each creature in a 5-foot Emanation originating from the sentinel. Failure: 10 (3d6)Bludgeoning damage. Success: Half damage.
Multiattack. The sentinel makes two attacks, using Slam or Rock Launch in any combination.
Slam. Melee Attack Roll: +8, reach 10 ft. Hit: 14 (2d8 + 5) Bludgeoning damage.
Rock Launch. Ranged Attack Roll: +8, range 60 ft. Hit: 8 (1d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
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