Large Construct, Unaligned
Armor Class 21 (natural armor)
Hit Points 238 (25d10 + 100)
Speed 20 ft., Climb 20 ft.
STR
26 (+8)
DEX
6 (-2)
CON
24 (+7)
INT
3 (-4)
WIS
18 (+4)
CHA
1 (-5)
Skills Perception +10
Damage Immunities Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft front and back sides of it's body, Passive Perception 20
Languages Understands but doesn't speak common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Electric Charge. If a Clockwork Sentinel takes lighting damage it gets it's movement speed doubled and an extra action as well as and extra 5d6 lightning damage to is blade attacks until the end of its next turn.

Immutable Form. The sentinel is immune to any spell or effect that would alter its form.

Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.

Constructed Nature. A clockwork sentinel doesn’t require air, food, drink, or sleep.

Weak Spots. The Clockwork Sentinel has a few weak spots that can be spotted out with a DC 21 perception or investigation check. The optics have Ac 25 and 10 HP. if destroyed then that half of it's vison is blinded. if both are destroyed the Sentinel will move towards the enemies last known location and start wildly attacking. Another Weak Spot is its power core a tesla reactor on its spine. The power core has an Ac 30 and 45 HP but will be destroyed if the Sentinel takes 75 lightning (lighting to the Sentinel not just the core). when destroyed the Sentinel will remain active for another 5 turns after which it will shut down, rendering it dead.

Masterwork Blades. The Sentinel's Blades ignore slashing resistance.

Handler. The Sentinel cannot form thoughts of its own and follows orders given to its by its handler to the letter. with out a handler or a given order, the Sentinel will return to the nearest outpost for which it is loyal to and await orders.

360 Turn. The Clockwork Sentinel can turn its head and torso 360 degrees without issue.

Siege Monster. The Sentinel deals double damage to objects and structures.

Actions

Multiattack. The Clockwork Sentinel can make 4 melee attacks .

Slash. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 30(4d10+ 8) [Slashing] damage.

 

Legendary Actions

The Clockwork Sentinel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Clockwork Sentinel regains spent legendary actions at the start of its turn.

Slash. The sentinel makes a slash attack

Lunge (cost 2 actions). The sentinel moves 20 feet and makes a slash attack.

Electric discharge (cost 3 actions) Creatures in a 10 radius around the Sentinel will make Dc 18 dex save or take 8d6 lighting damage half on success not need to make the con save and must make a Dc 16 con save for be stunned for 1 round. (This action can only be used 3 times per day and this ability is lost if the power core is lost)

Description

With only six currently in existence these ten foot tall metal behemoths, with one optic on each side of the head for near 360 vison. Along with 4 sharpened blades of steel for arms. most of the Sentinels structure is covered in a heavy plating except for its optics.

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2025 3:59:26 PM
14
0
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Coming Soon
4/13/2026 8:46:29 PM
16
1
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Coming Soon
6/17/2026 1:39:05 AM
23
1
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Coming Soon

Monster Tags: construct

Avalar_dadrick

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