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monster

Deep-Strand Sentinel

Deep-Strand Sentinel
Deep-Strand Sentinel
CR 8
Medium construct, Unaligned
Reveal Stat Block
Armor Class
18 (Natural Armor)
Hit Points
114 (12d8 + 60)
Speed
30 ft.
str
18
+4
dex
14
+2
con
20
+5
int
1
-5
wis
10
+0
cha
1
-5

Damage Immunities Poison, Psychic

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 60 ft., Passive Perception 10

Languages -

Aether-Powered.The Sentinel is powered by the local Aether-grid. If it is more than 120 feet away from an Aether-glass surface, its speed is halved and it has disadvantage on attack rolls.
Immutable Form.The Sentinel is immune to any spell or effect that would alter its form.
Magic Resistance.The Sentinel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.The Sentinel makes two slam attacks.
Slam.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) force damage.
Stun-Pulse (Recharge 6).The Sentinel releases a pulse of disruptive energy. Each creature within 10 feet of the Sentinel must succeed on a DC 15 Constitution saving throw or be stunned until the end of the Sentinel's next turn.

Deep-Strand Sentinel

The Deep-Strand Sentinel is a specialized construct created by the Sub-Terran Accord to provide automated security within the tunnel network. Built from a combination of reinforced stone, brass, and Aether-glass components, these sentinels are programmed to recognize Accord-authorized identification signals. Anyone found in the tunnels without such a signal is treated as an intruder and dealt with immediately.

Sentinels are often integrated directly into the walls of the Deep-Strands, appearing as nothing more than decorative carvings until they are activated. They are linked to a central monitoring system in the Warren-Capital, allowing Warren-Masters to deploy them remotely to any section of the network that reports a breach.

Their design is utilitarian and intimidating: a squat, four-legged torso with two powerful arms ending in heavy, flat hammers. A single glowing "eye" in the center of their chest serves as both a sensor and a projector for their stun-pulses.

Maintenance: Sentinels require regular "re-tuning" by Strand-Menders to ensure their identification protocols remain up to date. Occasionally, a sentinel's logic core will fail, causing it to go "rogue" and attack anything that moves, including kobolds.