{"name":"Eternal Sentinel","challenge_rating":"10","xp":"5900","types":"Construct","pb":"+4","size":"Medium","sizer":"NONE","languages":"All","alignment":"Neutral","description":"The Eternal Sentinel is a sleek, formidable construct crafted from a blend of enchanted metals and arcane crystals. Designed to assist the Eternal Librarian in safeguarding precious knowledge, it excels at tracking down and apprehending those who would steal or misuse the library's contents. Its form combines the strength of a warrior with the precision of a mage, making it an ideal guardian and hunter. Glowing runes cover its body, indicating its powerful enchantments and its unwavering dedication to its duty. With its keen senses and swift movements, no thief can easily escape its relentless pursuit.","suggested_environments":"","armor_class":"18 (natural armor)","hit_points":"150 [roll:20d8+60]","strength":"20","dexterity":"16","constitution":"20","intelligence":"14","wisdom":"18","charisma":"10","base_movement_units":"fr","base_movement_in_ft":"8","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"8","senses":"darkvision 24 sq., passive Perception 20","skills":"Perception +10, Investigation +8, Arcana +8, Athletics +11","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"Bludgeoning, Piercing, and Slashing from Nonmagical Attacks","damage_immunities":"Poison, Psychic, Necrotic","condition_immunities":"Charmed, Exhaustion, Frightened, Paralyzed, Poisoned","spellcasting":"The sentinel is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:\r\n\r\n[ul]\r\n- Cantrips (at will): [blocklink:1406173], [blocklink:1317188], [blocklink:1406193]\r\n- 1st level (4 slots): [blocklink:1406271], [blocklink:1406513], [blocklink:1408574]\r\n- 2nd level (3 slots): [blocklink:1406416], [blocklink:1406505], [blocklink:1406376]\r\n- 3rd level (3 slots): [blocklink:1406249], [blocklink:1406278], [blocklink:1406413]\r\n- 4th level (2 slots): [blocklink:1406274], [blocklink:1408589]\r\n[\/ul]","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b][i]Hunter's Instincts.[\/i][\/b] The sentinel has advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to locate or track a creature.\r\n\r\n[b][i]Library Network.[\/i][\/b] The sentinal can communicate telepathically with any [blocklink:1425450] within a range of 2 kilometers. They share sensory information and can coordinate attacks.\r\n\r\n[b][i]Magic Resistance.[\/i][\/b] The sentinel has advantage on saving throws against spells and other magical effects.\r\n\r\n[b][i]Swift Tracker.[\/i][\/b] The sentinel can take the Dash action as a bonus action.","actions":"[b][i]Multiattack.[\/i][\/b] The sentinel makes three melee attacks or two ranged attacks.\r\n\r\n[i][b]Force Slam:[\/b] Melee Weapon Attack:[\/i] +11 to hit, reach 5 ft., one target. Hit: 18 ([roll:2d10 + 5]) force damage.\r\n\r\n[i][b]Arcane Bolt.[\/b] Ranged Spell Attack:[\/i] +8 to hit, range 24 sq., one target. Hit: 20 ([roll:4d6 + 6]) force damage.\r\n\r\n[b][i]Binding Chains (Recharge [roll:1d6>=5]):[\/i][\/b] The automaton releases chains of magical energy. Each creature in a 4-square radius must make a DC 16 Dexterity saving throw or be restrained for 1 minute. A restrained creature can make a DC 16 Strength saving throw at the end of each of its turns, ending the effect on itself on a success.","bonus_actions":"[i][b]Sentinel's Mark.[\/b][\/i] The sentinal can mark any creature that took a document from the library with the Sentinel's Mark while it knows its location. While the mark is active the sentinel can \r\n\r\n[i][b]Dash.[\/b][\/i] The sentinel moves up to its movement.","reactions":"[i][b][blocklink:1406513] (1st Level Slot).[\/b][\/i] An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.\r\n\r\n[i][b][blocklink:1406249] (3rd Level Slot).[\/b][\/i] You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"Homebrew,Construct,CR 10","isShared":"on","templateId":"2991","blockId":"1425458","world":"cd8d7774-14cd-4451-baa2-3c0d8c44cfe7","folder":"28442"}