Sentinel In Darkness

Creature Codex (3pp) p. 323

Size
Large
Type
construct
Alignment
unaligned
AC
13 (natural armor)
Hit Points
127 (15d10+45)
Speed
walk 30 ft.
Skills
Perception +7
Resistances
bludgeoning, piercing, slashing from nonmagical weapons
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
truesight 60 ft.
Passive Perception
17
Languages
Understands the languages of its creator but can't speak
Challenge
7
STR
20
+5
DEX
9
−1
CON
16
+3
INT
6
−2
WIS
18
+4
CHA
1
−5

Traits

Scourge of the Seekers

The sentinel has advantage on attack rolls against creatures with darkvision, blindsight, or truesight.

Vault Keeper

Secret doors and illusory walls within 1,500 feet of the sentinel have the DC to detect their presence increased by 5.

Actions

Multiattack

The sentinel makes two stone fist attacks. If both attacks hit a Large or smaller creature, the target must succeed on a DC 15 Wisdom saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. The object is teleported to a random unoccupied space within 200 feet of the sentinel. The target feels a mental tug in the general direction of the item until it is recovered.

Stone Fist

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Curse of the Wanderer (Recharge 6)

One creature the sentinel can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the Curse of the Wanderer. While cursed, the creature's speed is halved and it can't regain hp.

For every 24 hours it goes without discovering or learning new information, it takes 10 (3d6) psychic damage.

The curse lasts until it is lifted by a remove curse spell or similar magic.

recharge

D6

Other data

description