stormbound sentinel - AI-generated fantasy Monster

stormbound sentinel

According to island legend, the first stormbound sentinel was made when a sky-priest hammered a living thunderbolt into a shell of basalt and bronze. Each later generation was built to keep the Storm Pillar from being exploited by raiders, emperors, or desperate weather-cults. The sentinel is not evil, but its sense of duty is absolute. To it, every unverified approach is a trespass, and every trespass is a storm to be broken.

Largeconstruct(construct)CR CR 6lawful neutral

stormbound sentinel

constructguardianlightningstormelementaleliteboss
HP115AC18SPD30 ft., climb 20 ft. on stone or metal surfaces, ignores difficult terrain caused by rain, mud, or rubble within the pillar complexCRCR 6PerceptionInsight
STR
16
DEX
12
save
CON
22
save
INT
10
WIS
12
save
CHA
8
Storm Attunement. The sentinel has advantage on saving throws against spells and magical effects while within 60 feet of the Storm Pillar.
Lightning Absorption. The sentinel is immune to being stunned. In addition, when it is struck by a lightning spell or effect that would deal damage, it instead regains hit points equal to half the lightning damage dealt, unless the effect originated from the Storm Pillar itself.
Unfaltering Steps. Nonmagical difficult terrain made of water, mud, loose stone, or broken stairs does not cost the sentinel extra movement.
Thunder Maul. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () bludgeoning damage plus 4 () lightning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet straight away from the sentinel.
Arc Bolt. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 17 () lightning damage, and the target cannot take reactions until the start of its next turn.
Tempest Cone. The sentinel releases a crackling burst of storm energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 18 () lightning damage on a failed save, or half as much damage on a successful one. A creature that fails by 5 or more is also pushed 10 feet and knocked prone.
Charged Rebuke. When a creature the sentinel can see hits it with a melee attack, the sentinel releases a crackling retaliatory burst. The attacker must succeed on a Dexterity saving throw or take 7 () lightning damage.
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