5e SRD >Creatures >

Drt All Terrain Sentinel

Huge construct, unaligned

Armor Class 18
Hit Points 248 (16d20 +80)
Speed 30 ft, fly 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 21 (+5) 11 (+0) 11 (+0) 10 (+0)

Saving Throws Str +12, Con +10
Skills Perception +5
Damage Resistances piercing, slashing, and bludgeoning from nonmagical weapons that aren’t coated in adamantine
Damage Immunities poison, psychic,
Condition Immunities poisoned, frightened, petrified, restrained, incapacitated, stunned, prone, shocked, blinded, charmed, diseased
Senses bioscanner 120 ft. passive Perception 15
Languages
Challenge 18 (20,000 XP)

SPECIAL TRAITS

  • Adamantine Plating. The sentinel’s body is composed of adamantine plating. This grants immunity to all damage unless it takes at least 15 points of damage or more, in which case it takes damage as normal. Any damage that fails to meet or exceed this damage threshold is considered superficial and doesn’t reduce the sentinel’s hit points.

ACTIONS

  • Multiattack. The sentinel can make four attacks: one with its tesla cannon volley and three with its repeating blasters. Or it makes four slam attacks.
  • Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) bludgeoning damage. If the target is a creature it must succeed on a DC 17 Strength saving throw or be knocked prone.
  • Tesla Cannon Volley. The sentinel chooses a point within 300 feet and releases a barrage of tesla cannon fire in a 20-foot-cube centered on that point Each creature within the area must succeed on a DC 17 Dexterity saving throw, taking 33 (6d10) radiant damage on a failed save, or half as much damage on a successful one.
  • Repeating Blasters. Ranged Weapon Attack: +8 to hit, range 150/300 ft., one target. Hit: 19 (3d10 +3) radiant damage.

LEGENDARY ACTIONS

The sentinel can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The sentinel regains spent legendary actions at the start of their turn.

  • Attack. The sentinel can make a single attack with its repeating blasters or its slam.
  • Aimed Shot. The next ranged attack the sentinel makes before the end of its next turn ignores half and threequarters cover.
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