Luminescence. The moss within the Chimeran Sentinel contains chemicals produce light like that of a torch. The mechanisms built into the sentinel can shut out this light entirely or open to allow the light to glow.
Darkvision. The chimeran sentinel can see in darkness as if it were dim light for 60 ft, and dim light as if it were bright light. It cannot perceive color in darkness, only shades of grey.
Immutable Form. The chimeran sentinel is immune to effects that would alter its form, such as the polymorph spell.
Moss Resistances. The resistance to cold and fire that the sentinel has is from hosting the cavelight moss in its chest cavity.
Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 2) bludgeoning damage. A creature hit by this attack is grappled (escape DC 14). Until this grapple ends, the target is restrained and the sentinel cannot use this attack on another creature.
Strength Drain. Living creatures hit by the tendril attack or caught in its grapple must make a successful DC 14 Constitution save or gain 1 level of exhaustion. Creatures that succeed on the saving throw are immune to strength drain for 24 hours. For every level of exhaustion dealt, the sentinel gains 5 temporary hit points which last until the end of the encounter.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: 9 (1d12 + 2) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: 8 (1d10 + 2) slashing damage.
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