Large Construct, Neutral
AC 1 Natural    Initiative +13 (23)
HP 450 (36d10 + 252)
Speed 30 ft.
Mod Save
STR 27 +8 +15
DEX 22 +6 +13
CON 25 +7 +14
Mod Save
INT 12 +1 +1
WIS 20 +5 +5
CHA 20 +5 +5
Skills Acrobatics +13, Athletics +15, Intimidation +12, Perception +12
Immunities Poison, Psychic; Exhaustion, Poisoned
Senses Blindsight 120ft., Truesight 15ft.; Passive Perception 22
Languages All languages spoken by Arcamodeus
CR 21 (XP 33,000; PB +7)
Traits

Puppet. Sentinels are puppets used by Arcamodeus Prima. Therefore, Sentinels cannot be blinded, charmed, deafened, frightened, stunned, or unconscious unless Arcamodeus receives one of those effects. Should he receive one of them, all Sentinels receive the same effect.

Superior Adaptation. The Alpha Sentinel is the pinnacle of artificial evolution. The Alpha Sentinel has the following traits:

  • After being hit with an attack, the Sentinel increases its armor class to the To Hit roll +1.
  • After being targeted with a spell that requires a saving throw and fails, the Sentinel can no longer roll lower than the rolled d20 for any saving throw afterward. If the Sentinel does roll lower than the minimum, it rolls the saving throw again until it rolls higher than the minimum.
  • At the end of each creature's turn, if the Alpha Sentinel took damage that turn, it and the Lance of Many Faces evolve. The Alpha Sentinel becomes resistant to any damage type it received during that turn, and the Lance of Many Faces deals an additional x (xdx) damage of the received damage type. If the Alpha Sentinel is already resistant to the damage type, it becomes immune instead. The Alpha Sentinel and the Lance of Many Faces can be resistant or immune to up to four different types of damage. After it receives a fifth type, the Alpha Sentinel loses resistance or immunity to oldest damage type it received. 

Magical Construct. The Alpha Sentinel has advantage on saving throws against spells and magical effects. The Alpha Sentinel is immune to any effect that would alter its form or appearance. The Alpha Sentinel's weapon attacks are considered magical.

Pulse Balancer. If the Alpha Sentinel is subjected to a Sentinel Pulser, it gains two fate dice. If they players do not have at least two fate dice in their pool, the Pulser fails.

 

 

Actions

Multiattack. The Sentinel makes two attacks with its Lance of Many Faces.

Lance of Many Faces. Melee Weapon Attack: +6 to hit, reach 15ft., 1 target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) of each additional resisted damage type and 14 (4d6) for each additional immune damage type.

Visage Piercer (Recharge 5-6) (1 Fate). Dexterity Saving Throw: DC 21, each creature in a 90-foot-long, 5-foot-wide line. Failure: 22 (4d10) piercing damage plus an additional 9 (2d8) of each additional resisted damage type and 18 (4d8) for each additional immune damage type. Each creature is pulled to end of the 90-foot-long line. Success: Half damage only. 

Bonus Actions

Guardian of the Manor. Roll 1d6. Based on the result, one of the following effects occur. The same effect cannot occur two consecutive times:

  • (1-2) Hear No EvilConstitution Saving Throw: DC 20, each creature within 120 ft of the Alpha Sentinel. Failure: The creature receives the deafened condition and has a one in four chance to fail casting a spell that has a verbal component until the start of the Alpha Sentinel's next turn as the Alpha Sentinel covers its ears.
  • (3-4) See No Evil: Wisdom Saving Throw: DC 20, each creature within 30 ft of the Alpha Sentinel. Failure: The creature receives the blinded condition until the start of the Alpha Sentinel's next turn as the Alpha Sentinel covers its eyes.
  • (5-6) Speak No Evil: Charisma Saving Throw: DC 20, each creature within 60 ft of the Alpha Sentinel. Failure: The creature receives the silenced condition until the start of the Alpha Sentinel's next turn as the Alpha Sentinel covers its mouth.
Legendary Actions

The Alpha Sentinel has 3 legendary actions per round. It regains all uses of its legendary actions at the start of its turn.

Constructed Weapon. The Alpha Sentinel makes an attack with the Lance of Many Faces.

Twist of Face (1 Fate). The Alpha Sentinel spins the Lance of Many Faces, making an attack against each creature within 10 feet of itself. The Alpha Sentinel cannot use this action again until the start of its next turn.

Apparate. The Alpha Sentinel and the Lance of Many Faces teleport to a location within 60 feet of itself. The Alpha Sentinel cannot take this action again until the start of its next turn.

SaberLorde

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