You summon a flying sentry to guard an area against unwanted intrusion. You designate a sphere with up to a 30-foot radius originating from a point on the ground within range. The sentry roams the chosen area seeking threats. You can register one creature type (Undead, Beasts, Goblins, etc.) as a threat when you cast this spell. You can specify allies within range to be ignored by the sentry, such as allies that might also fall under your chosen creature type.
When a threat enters the sphere, the sentry will instantly be alerted of its location. The sentry will launch itself towards the threat and self-destruct, dealing 1d6 fire damage in a 5-foot radius, unless the target succeeds a DEX save and takes half damage, instead. You are mentally alerted of the sentry's location when it was destroyed. The alert will awaken you if you are sleeping.
The summoned sentry has 1 hit point, 12 AC, and is Tiny.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour and the fire damage increases by 1d8 for each spell slot level above 1st.
* - (A burnt feather worth 10 GP which the spell consumes)
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