Radiant Sentinel - AI-generated fantasy Monster

Radiant Sentinel

The Radiant Sentinel was created when priests of the Sunwell feared that something beneath the spring would drink the light from the world above. Rather than trust mortal vows alone, they forged an eternal judge to stand watch where daylight could not reach. Over centuries the guardian learned every hymn, every seal, and every hidden fault in the temple's foundation. In the present age, it has become both protector and prison warden, unable to tell the difference between an intruder, an archaeologist, and a necessary ally until the truth is made painfully clear.

LargeConstruct(Construct)CR CR 7Lawful Neutral

Radiant Sentinel

guardianconstructradiantholysunbossquest-guardiananti-stealth
HP123AC18SPDwalk 30 ft., fly 30 ft. (hover)CR7InsightPerceptionReligion
STR
18
DEX
15
save
CON
20
save
INT
12
WIS
16
save
CHA
10
Magic Resistance. The sentinel has advantage on saving throws against spells and magical effects.
Halo of Disclosure. The sentinel sheds bright light in a 30-foot radius and dim light for another 30 feet. Creatures of its choice that start their turn within 10 feet of the sentinel cannot benefit from being invisible until the start of their next turn.
True Witness. The sentinel can see invisible creatures and objects within 30 feet of it as if they were visible.
Solar Renewal. While the sentinel is in bright light, it regains 5 hit points at the start of its turn. This trait does not function if the sunwell's light is fully extinguished or if the sentinel is in an area of magical darkness.
Multiattack. The sentinel makes two Dawnblade attacks.
Dawnblade. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 11 () radiant damage plus 3 () fire damage. The target cannot benefit from invisibility until the start of the sentinel's next turn, and any creature it is invisible to is revealed if it takes this damage.
Sunlance. Ranged Spell Attack: to hit, range 90 ft., one target. Hit: 18 () radiant damage, and the target must succeed on a Constitution saving throw or be unable to take reactions until the end of its next turn.
Blinding Revelation. The sentinel releases a burst of searing gold light in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 21 () radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also outlined in light until the end of its next turn, shedding dim light in a 10-foot radius and unable to benefit from being invisible.
Prismatic Deflection. When a creature the sentinel can see hits it with an attack, the sentinel adds +2 to its AC against that attack, potentially causing the attack to miss. If the attack misses, the attacker must succeed on a Constitution saving throw or take 7 () radiant damage.
Glide of the Noonward Guard. The sentinel moves up to half its speed without provoking opportunity attacks.
Solar Flare (Costs 2 Actions). The sentinel emits a focused flash. One creature it can see within 60 feet must succeed on a Constitution saving throw or take 9 () radiant damage and have disadvantage on its next attack roll before the end of its next turn.
Ring of Vigilance (Costs 3 Actions). The sentinel recharges if possible and unleashes a ring of light. Each enemy of its choice within 15 feet must make a Dexterity saving throw, taking 14 () radiant damage on a failed save, or half as much on a success.
Cantrips
Innate SpellcastingEvocation The sentinel's spellcasting ability is Wisdom. Spell save DC 15, +7 to hit with spell attacks. It can innately cast the following spells, requiring no material components: At will: light, detect magic. 3/day each: continual flame, lesser restoration. 1/day each: daylight, dispel magic.
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