ItsADnDStreamNow Monsters—2019-06-21: Sentinel and Bone Fairie

by ItsADnDMonsterNow

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IADnDMN Stream Monsters! (2019/06/21)

As always, tune into ItsADnDMonsterNow's weekly monster-making stream on Twitch every Wednesday at 11am Pacific! We hang out, talk DnD, and make monsters together as I explain my process and share my tips for making fun and effective monsters that you can use in your own games!

 

Sentinel

Suggested by @kleinroux

Born of a great sacrifice from a hero of the material plane. The crystalline body is supposedly formed from the tears of the gods as they wept over their fallen champion, the broken body forming the core. Watchers have taken up the solemn, solitary duty of watching the borders of the Astral Sea for incursions from the Far Realms.

Art credit:



Sentinel

Gargantuan construct, (any good alignment)


Armor Class 17 (natural armor)
Hit Points 227 (13d20 + 91)
Speed 0 ft., fly 80 ft. (hover)


STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 25 (+7) 11 (+0) 19 (+4) 23 (+6)

Saving Throws Con +12, Int +5, Wis +9, Cha +11
Skills Perception +9
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses truesight 30 ft., darkvision ∞ (within line of sight), passive Perception 19
Languages all, telepathy 120 ft.
Challenge 16 (15,000 XP)


Alert. The sentinel can't be surprised.

Immutable Form. The sentinel is immune to any spell or effect that would alter its form.

Infallible Sight. Magical darkness doesn't impede the sentinel's darkvision, and the sentinel automatically succeeds on ability checks and saving throws to discern illusions.

Psionic Force. The sentinel's Strength score is always equivalent to its Charisma score.

Siege Monster. The sentinel deals double damage against objects and structures.

Actions

Multiattack. The sentinel makes four attacks with its psionic lance, or it uses its psionic burst followed by two attacks with its psionic lance.

Psionic Lance. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 28 (4d10 + 6) force damage.

Psionic Burst. Each other creature within 10 feet of the sentinel must succeed on a DC 19 Constitution saving throw take 13 (3d8) force damage. Succeed or fail, each other creature in the area is pushed 10 feet from the sentinel.

Cleansing Radiance (Recharge 5–6). The sentinel uses one of the following light weapons.

    Beam of Light. The sentinel projects a 10-foot wide, 90-foot long line of blinding radiance. Each creature in the area must succeed on a DC 19 Dexterity saving throw or take 45 (10d8) radiant damage.

    Ray of Light. The sentinel projects a 60-foot cone of searing light, forcing each creature in the area to make a DC 19 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much on a successful one.

Wrathful Gaze (2/Day). Ethereal heavenly light shines down on a 30-foot radius centered on a point the sentinel can see, before erupting in a sudden explosion. The affected area is fully illuminated by dim light until the start of the sentinel's next turn, at which point each creature in the area must make a DC 19 Dexterity saving throw, taking 31 (7d8) fire damage and 31 (7d8) force damage on a failed save, or half as much on a successful one.

Reactions

Psychic Redirection. When the watcher suffers psychic damage, it can halve the psychic damage it takes, and force the source of that damage to succeed on a DC 19 Wisdom saving throw or take the same amount of psychic damage.



Bone Fairie

Suggested by /u/Domriso in this reddit thread, based on the tumblr post above.

Every child on the material plane has heard of tooth fs: tiny, benevolent (if mercantile-minded) fey who trade a lost baby tooth for a shiny piece of silver.

...However most have not heard of their larger, more ghoulish ancestors.

Bone fairies are larger fey whose desire for bone can't be satisfied by mere teeth. These stout, imposing creatures will ambush those who stray too far into the woods alone, knocking the creature unconscious and magically removing their bones with just a touch.


Bone Fairie

Medium fey, chaotic evil


Armor Class 16 (bone armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft., fly 25 ft. (hover)


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 17 (+3) 13 (+1) 17 (+3) 15 (+2)

Skills Acrobatics +5, Medicine +6, Perception +6
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Sylvan
Challenge 5 (1,800 XP)


Ambusher. The fairie has advantage on attack rolls against any creature it has surprised.

Magic Resistance. The fairie has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fairie makes three bone cudgel attacks.

Bone Cudgel. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. On a critical hit, if the target is a creature, it is knocked unconscious.
    A creature knocked unconscious by this attack can make a DC 15 Constitution saving throw at the end of each of its turns, regaining consciousness on a success. The creature makes its next such save with advantage if splashed with water, or if another creature uses its action to try to wake it.

Steal Bone. One unconscious creature the fairie touches must make a DC 14 Constitution saving throw. On a failed save, the fairie magically removes one of the creature's bones of the fairie's choice, as long as the bone isn't necessary for the creature to live, like the skull or a vertebra. The effects of the missing bone are otherwise determined by the GM. The bone can only be restored by the regeneration spell or greater magic.

Invisibility. The fairie magically turns invisible until it attacks or uses steal bone, or until its concentration ends (as if concentrating on a spell). Any equipment or objects the fairie wears or carries are invisible with it.

 

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