Caustic Breath. Ancient Cadian Sentinel has a breath weapon that deals 3d6 acid damage within a 40-ft. cone. These flames appear blue, similar to that of propane, and feel supernaturally hot, even to creatures with natural fire resistance and immunity. Fire Immunity is treated as fire resistance, and fire resistance is ignored by these alchemically modified flames.
Superiority Dice. Ancient Cadian Sentinel has 10 Superiority Dice, 10d10s, that recharge every Short Rest.
Indomitable. Ancient Cadian Sentinel can reroll a saving throw that they fail - they must use the new roll. You can use this 1 times per long rest.
Two-Claw Fighting Style. When Ancient Cadian Sentinel makes one claw attack against a target as part of an action, Ancient Cadian Sentinel can make an attack with their other claw, with both their proficiency and ability modifiers, using a bonus action.
Ancient Cadian Sentinel Phase II. When Ancient Cadian Sentinel reaches approximately 40% health (60 HP) OR has been dealt enough damage in one go to reduce Ancient Cadian Sentinel to 0 HP, Ancient Cadian Sentinel Second Phase kicks in. This entails a couple of things:
1) Ancient Cadian Sentinel immediately gains HP to get him back up to 100 HP. This is flavored as a powerful magic contingency regenerating his armor integrity in order to prevent Ancient Cadian Sentinel's outright destruction.
2) The Ancient Cadian Sentinel's Jagged Moonlight Greatsword is merged with the construct, forming a long, whip-like tail.
3) Ancient Cadian Sentinel gains 3 Superiority Dice, and his Caustic Breath now deals 5d6 acid damage. The breath attack now ignores the recharge feature, and instead has 2 charges left for the remainder of the combat.
4) The Ancient Cadian Sentinel gains resistance to magic attacks, in addition to his other Phase I resistances, due to his generator now running rampantly out of control due to egregious injury.
5) The Ancient Cadian Sentinel, even if the triggering player's turn is not complete, can immediately make 1 breath attack and 1 Jagged Moonlight Blade attack. Normal Initiative order is returned to normal after the Ancient Cadian Sentinel makes these attacks and all Phase II requirements are met.
Lightning Fast Reactions. Ancient Cadian Sentinel has 3 reactions that he can use every turn.
Multi-Attack [Phase I]. Ancient Cadian Sentinel can make 2 Jagged Moonlight Great sword attacks as part of their Attack Action.
Multi-Attack [Phase II]. Ancient Cadian Sentinel can make 2 claw and 1 tail whip attack as part of their Attack Action.
Adamantium Rending Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 8 (1d6 + 5) slashing damage. [Unusable in Phase I]
Whip-like Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 6 (1d4 + 4) slashing or piercing damage. [Unusable in Phase I]
Jagged Moonlight Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 5) slashing damage. [Unusable in Phase II]
Caustic Breath. Conical Elemental Attack, DEX Save DC 14 for half damage. Range: 40 ft. cone. Hit: 9 (3d6) acid damage. Roll a d6 at the beginning of the Ancient Cadian Sentinel's turns, recharge on a 5-6.
Alchemical Shockwave. Spherical Repulsion Attack, DEX Save DC 13, range: 40 ft. radius. Hit: 9 (1d10 + 4) force damage, and knocked back 20 ft. Halved damage and no knockback on successful save. 1 charge per Short Rest.
Alchemical Repair Module. As a bonus action, Ancient Cadian Sentinel can heal himself for 1d10+10 HP. Ancient Cadian Sentinel has two charges of his Repair Modules per Short Rest.
Tyrantos has 3 legendary actions that he regains at the end of his turn, in the form of reactions he can use for his Battle Maneuvers.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
Previous Versions
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2/27/2026 6:57:27 PM
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Coming Soon
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