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This is homebrew, submitted by a member of the community.

The Sentinel

The Sentinel

ConstructConstruct
Armor Class 2222
[~<13]
+/-/*
Hit Points 400 400
[~1-6]
Speed 5050

STR
26 (+8)
DEX
7 (-2)
CON
25 (+7)
INT
4 (-3)
WIS
18 (+4)
CHA
4 (-3)

Token URL:
Saving Throws Strenght (+12) Constitution (+11) Wisdom (+7) Strenght (+12) Constitution (+11) Wisdom (+7)
Skills Perception (+9) Perception (+9)
Damage Vulnerabilities
Damage Resistances Ice, Fire
Damage Immunities Ligtning, Nectoric, Poison; bludgeoning, piercing, slashing from non magical attacks that arent Adamantine,
Condition Immunities Charmed, Frightend, Paralyzed, Petrified, Poisoned, Stunned Charmed, Frightend, Paralyzed, Petrified, Poisoned, Stunned
Gear
Senses
Languages
PB +6
Challenge 20 (25,000 XP)

[+instructions]

Defender. All attacks made against the Sentinel have disadvantage.

Monstrosity. At the start of the Sentinels turn if it took damage roll a d10, on a 10 the Sentinel becomes monsterus until the end of its next long rest.
while monsterus the sentinel gets a +10 bonus to attack and damage rolls, it loses the benefists of defender and regeneration.

In addition whenever the Sentinel reduses a creature to 0 hp with a melee weapon attack, it can use its reaction to make another melee attack with the same weapon against a different creature within reach.

Regeneration. The Sentinel regains 40 hp at the start of each of its turns if it has at least 1 hitpoint. The Sentinel dies only if it starts it turn with 0 hp and doesn't regenerate.

Never ending servitude. If the Senitinel was redused to 0 hp it will feign death by lying dormant for 2 hours before begining reassembling itself, a process taking 24 hours.

Sige Monster. The Sentinel deals double damage to objects and structures.

Defender. All attacks made against the Sentinel have disadvantage.

Monstrosity. At the start of the Sentinels turn if it took damage roll a d10, on a 10 the Sentinel becomes monsterus until the end of its next long rest.
while monsterus the sentinel gets a +10 bonus to attack and damage rolls, it loses the benefists of defender and regeneration.
In addition whenever the Sentinel reduses a creature to 0 hp with a melee weapon attack, it can use its reaction to make another melee attack with the same weapon against a different creature within reach.

Regeneration. The Sentinel regains 40 hp at the start of each of its turns if it has at least 1 hitpoint. The Sentinel dies only if it starts it turn with 0 hp and doesn't regenerate.

Never ending servitude. If the Senitinel was redused to 0 hp it will feign death by lying dormant for 2 hours before begining reassembling itself, a process taking 24 hours.

Sige Monster. The Sentinel deals double damage to objects and structures.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The Sentinel makes 3 attacks.

Spear. Melee weapon attack +12 to hit, reach 15 feet, one target. Hit: 24 (3d6+8) Piercing damage.

Longsword. Melee weapon attack +12 to hit, reach 10 feet, one target. Hit: 21 (3d8+8) Slashing damage, or Hit 24 (3d10+8) Slashing damage, if wielded in both hands

Stomp. Melee weapon attack +12 to hit, reach 15 feet, one creature within reach that is prone. Hit: 30 (4d10+8) Bludgeoning damage.

Stunning Burst. (recharge 6) The Sentinel creates a grating, thunderous sound, in a 15 foot radious sphere around it. Each creature within must make a dc 18 constitution saving throw , taking 63 (14d8) thunder damage and falling prone on a failed save, or half as much on a succesfull save. Creatures that save do not fall prone

Multiattack. The Sentinel makes 3 attacks.

Spear. Melee weapon attack [+12] to hit, reach 15 feet, one target. Hit: 24 ([3d6+8]) Piercing damage.

Longsword. Melee weapon attack [+12] to hit, reach 10 feet, one target. Hit: 21 ([3d8+8]) Slashing damage, or Hit 24 ([3d10+8]) Slashing damage, if wielded in both hands

Stomp. Melee weapon attack [+12] to hit, reach 15 feet, one creature within reach that is prone. Hit: 30 (4d10+8) Bludgeoning damage.

Stunning Burst. (recharge 6) The Sentinel creates a grating, thunderous sound, in a 15 foot radious sphere around it. Each creature within must make a dc 18 constitution saving throw , taking 63 (14d8) thunder damage and falling prone on a failed save, or half as much on a succesfull save. Creatures that save do not fall prone

Legendary Actions

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10
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