Chime-Husk Sentinel

The first Chime-Husks were forged during the Siege of Oakhaven, where the bells of the local cathedral were melted down and infused with the spirits of fallen defenders to create tireless guardians.

HP95AC17SPD30 ft.CR5PerceptionAthletics
STR
18
DEX
10
CON
18
save
INT
6
WIS
14
save
CHA
12
Resonant Body. Any creature that hits the Sentinel with a melee attack while within 5 feet of it takes 3 () thunder damage as the bell rings out from the impact.
Echoing Presence. The Sentinel has advantage on saving throws against being Charmed or Frightened.
False Appearance. While the Sentinel remains motionless, it is indistinguishable from a decorative bell or statue.
Multiattack. The Sentinel makes two Iron Striker attacks.
Iron Striker. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage plus 4 () thunder damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away.
Harmonic Toll (Recharge 5-6). The Sentinel strikes its chest bell with both arms. Each creature within 20 feet of the Sentinel must make a Constitution saving throw. On a failure, a creature takes 27 () thunder damage and is Deafened and Stunned until the end of its next turn. On a success, it takes half damage and isn't Stunned or Deafened.
Vibrational Rebound. When a creature misses the Sentinel with a melee attack, the Sentinel can emit a sharp ring. The attacker must succeed on a Dexterity saving throw or be knocked Prone by the shockwave.
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