Dormant Assembly. While the sword rests on its pedestal, the sentinel remains disassembled as ordinary, scattered stones and petrified golden mushrooms. It is indistinguishable from the surrounding environment. When the sword is removed, the pieces magnetically and violently assemble into the sentinel in an unoccupied space within 15 feet of the pedestal.
Damage immunity. The sentinel is immune to any damage non-magical.
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.
Fungal Resonance. The stones comprising the sentinel are overgrown with magical golden spores. Any creature that hits the sentinel with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.
Multiattack. The Sentinel makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Golden Spore Eruption (Recharge 4). The sentinel forcefully slams the ground, releasing a cloud of golden spores from the petrified fungi embedded in its stone body. Each creature within 20 feet of the sentinel must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also blinded for 1 minute by the glowing dust. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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