Huge Construct (Stone Giant), Unaligned
Armor Class 18 Plate Armor
Hit Points 150 (30d10)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
8 (-1)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws STR +16, DEX +8, CON +16, INT +0, WIS +10, CHA +0
Skills Arcana +4, Perception +8, Survival +8
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft. - using his alchemically enhanced artificial eyes, he can see well even in low light conditions., Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to add the total to the damage roll and to increase your reach for that attack by 5 feet.
Precision Attack. When you make a weapon attack roll, you can expend one superiority die to add it to the roll before or after the roll but before any effects are applied.
Sweeping Attack. When you hit with a melee weapon attack, you can expend one superiority die to make additional melee attacks against all chosen creatures within Ancient Cadian Sentinel's range, equal to the number you roll on the superiority die.
Trip Attack. When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 15). On failure, you knock the target prone.

 

Actions

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.

Bonus Actions

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.

Reactions
Brace. When a creature Ancient Cadian Sentinel can see moves into the reach he has with the melee weapon he's wielding, you can use one of his reactions to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.
Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + 2
Riposte. When a creature misses Ancient Cadian Sentinel with a melee attack, he can use his reaction and expend one superiority die to make a melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).
 
Legendary Actions

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.

Mythic Actions

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

Name Date Modified Views Adds Version Actions
2/27/2026 6:57:27 PM
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Coming Soon

Monster Tags: construct

Pinzel

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