Monster
Gold-Forged Sentinel
Outside your table’s allowed sources
Official reference · MOT · 2014
- Creature type
- Construct
- Size
- Large
- Armor class
- 16 (natural armor)
- Hit points
- 76 (8d10 + 32)
- Speed
- Walk 40 ft., Fly 60 ft.
- Challenge rating
- 5
- Alignment
- Unaligned
- Strength
- 18
- Dexterity
- 13
- Constitution
- 19
- Intelligence
- 3
- Wisdom
- 16
- Charisma
- 10
- Passive Perception
- 16
- Skills
- perception: +6
- Senses
- darkvision 120 ft.
- Languages
- understands one language of its creator but can't speak
- Immunities
- fire, poison
- Condition Immunities
- charmed, exhaustion, paralyzed, petrified, poisoned
Traits
Charge
If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning
The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster.
Actions
Multiattack
The sentinel makes two ram attacks.
Ram
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Fire Breath (Recharge 5–6)
The sentinel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.