Sapphire Sentinel

Candlekeep Mysteries p. 201

Tamaño
Grande
Tipo
construct
Alineamiento
sin alineamiento
CA
17 (natural armor)
Puntos de golpe
178 (17d10+85)
Velocidad
walk 30 ft.
Inmunidades
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Inmunidad a estados
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Sentidos
darkvision 120 ft.
Percepción pasiva
10
Idiomas
understands Common but can't speak
Desafío
10
FUE
22
+6
DES
9
−1
CON
20
+5
INT
3
−4
SAB
11
+0
CAR
1
−5

Rasgos

Proficiency Bonus

+4

Immutable Form

The golem is immune to any spell or effect that would alter its form.

Magic Resistance

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons

The golem's weapon attacks are magical.

Acciones

Multiattack

The golem makes two slam attacks.

Slam

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5—6)

The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D5

Sapphire

The sapphire has 3 charges. As an action, the golem can expend 1 charge to cast dispel magic (as a 9th-level spell) from the sapphire using Constitution as its spellcasting ability. The sapphire ceases to glow if all its charges are expended, but it regains 1d3 expended charges daily at dawn and glows again once it has 1 or more charges.

Otros datos

description