Skip to content
CreatePricing
Selûnite Moon-Bound Sentinel - AI-generated fantasy Monster

Selûnite Moon-Bound Sentinel

When the city of Murann fell to the ogre-mages, the priests of Selûne performed a final rite, binding a lunar spirit into this marble frame. While the rest of the city remains in darkness, the Sentinel ensures the Silver Wake remains a pocket of pure, silver light.

Large construct · Hard · Unique

Selûnite Moon-Bound Sentinel

A divine clockwork guardian sculpted from celestial marble and enchanted silver to protect the Silver Wake altar.
AC18
HP136/136
CRHard
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 18 · HP 136 · Hard

Selûnite Moon-Bound Sentinel

Large construct (celestial-forged), lawful neutral
Armor Class18 (Natural Armor)
Hit Points136 (13d10 + 65)
Speed
30 ft. walk
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionWisdom
SkillsPerceptionReligion
Damage Resistances
Radiant,
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities
Poison,
Psychic,
Charmed,
Exhaustion,
Frightened,
Paralyzed,
Petrified,
Poisoned
Weaknesses
Vulnerable to Necrotic damage if the lunar light is eclipsed.
Senses
Truesight 60 ft.,
Passive Perception 20
Languages
Celestial,
Common
ChallengeHard
Proficiency Bonus+4
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.
Magic Weapons. The sentinel's weapon attacks are magical.
Silver Footing. The sentinel is unaffected by difficult terrain within the Temple of Selûne.

Actions

Multiattack. The sentinel makes two Crescent Polearm attacks.
Crescent Polearm. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () slashing damage plus 7 () radiant damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away.
Lunar Flare (Recharge 5-6). The sentinel's core erupts in a blinding flash. Each creature within 20 feet of the sentinel must make a Constitution saving throw. On a failure, a creature takes 36 () radiant damage and is marked with Moonglow. On a success, it takes half damage and is not marked.
Moonglow (Debuff). A creature marked with Moonglow sheds dim light in a 10-foot radius. It cannot benefit from being invisible, it has disadvantage on Dexterity (Stealth) checks, and it cannot take the Hide action in areas of darkness or dim light for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions

Waning Guard. When a creature the sentinel can see moves within 10 feet of the Great Altar, the sentinel can move up to half its speed toward that creature and make one Crescent Polearm attack.

Legendary Actions

Detect. The sentinel makes a Wisdom (Perception) check.
Shift Focus. The sentinel moves up to its speed without provoking opportunity attacks.
Sweep (costs 2 actions). The sentinel makes a wide arc with its polearm. Every creature within 10 feet must succeed on a Dexterity saving throw or take 11 () slashing damage and be knocked prone.
Role
Area Denier / Elite Guardian
Built for
Level 8 to 10

Gear

  • The Moonsilver Crescent (Polearm, Relic)A Large glaive made of mithral and white marble that hums with celestial energy.

Feats

Sentinel
Polearm Master

Augmentations

Built-in Moon-scryer sensors (Truesight)

Notes for the game master

The Sentinel uses its 10ft reach to keep enemies away from the altar.
The Moonglow effect is vital for revealing hidden Rogues or Casters using Invisibility.

Tactics

  1. Opening

    The sentinel stands motionless. When combat begins, it chants a liturgical verse and uses Lunar Flare immediately to identify all targets.

  2. Mid-fight

    It uses its reach and the Sweep legendary action to keep multiple melee attackers prone and at a distance from the altar.

  3. End of the fight

    If the altar is touched, the sentinel ignores all other targets and focuses its attacks exclusively on the 'desecrator'.

  4. Retreat

    The sentinel cannot retreat; it fights until reduced to zero hit points or the intruders leave the Silver Wake.

How it fights

Use reach to attack back-line casters if they come within 10 feet.
Position itself between the party and the Great Altar at all times.
Prioritize targets affected by Moonglow.

Who it attacks first

Creatures touching or within 5 feet of the Altar.
Invisible or hiding creatures revealed by Moonglow.
The strongest melee combatant engaging it.

Works well with

Willpower of the Moon: If the area is under a Moonlight spell, the sentinel regains 10 HP at the start of its turn.

How to beat it

Fog Cloud or Darkness to block Truesight (though Moonglow counters this).
Spells that force movement or restrict the sentinel from reaching the Altar.
Force or Psychic damage sources (if they can find a way past immunities).

Ways to avoid a fight

Players can bypass the fight by correctly completing the liturgical verses (DC 20 Religion check).
Showing a holy symbol of Selûne may turn the sentinel neutral, allowing them to pass if they don't touch the altar.

Ecology

Standing twelve feet tall, this construct is carved from lustrous white marble that pulses with a faint azure rhythm. Its joints are articulated with hammered Selûne silver, and its face is a featureless, polished mask of reflective moonstone. It carries a massive polearm topped with a wide, razor-sharp silver crescent moon.

Behavior

Stoic and motionless until its perimeter is breached. It does not initiate violence unless the altar is threatened or its liturgical inquiries are met with silence. It speaks only in chanted poetic verse dedicated to the Moonmaiden.

How it lives

A manufactured being requiring no food, air, or sleep. It is powered by the ambient lunar energy funneled through the temple's crystal dome.

Lair

The Great Altar room, designed with circular lunar motifs and pools of silver water that reflect starlight even during the day.

Habitat
Temple of Selûne (The Silver Wake), Murann.

Signs that it is near

A faint humming sound like vibrating glass
Patches of silver dust on the floor
The smell of ozone and jasmine
Soft white light bleeding under the chamber doors

Tags

Guardian,
Sentinel,
Selûne,
Murann

Lore

When the city of Murann fell to the ogre-mages, the priests of Selûne performed a final rite, binding a lunar spirit into this marble frame. While the rest of the city remains in darkness, the Sentinel ensures the Silver Wake remains a pocket of pure, silver light.

What drives it

Absolute protection of the Great Altar and the holy relics of the Silver Wake from the defilers of the Sythillisian Empire.

After the fight

Upon defeat, the sentinel crumbles into fine silver dust. The altar it protected flares once with moonlight before fading to stone, its divine protection finally extinguished unless the party performs a ritual to restore it.

Variants

Broken Sentinel: CR 6, lower AC, lacks Lunar Flare, but has unpredictable explosive surges.
Eclipse Guardian: CR 12, deals Necrotic damage instead of Radiant and serves Shar.

Hooks

Plot hooks

The priests in exile need a holy chalice from the Silver Wake, but the sentinel doesn't recognize their new hierarchy.
Rumors say the Sythillisian Empire is building a weapon to destroy the sentinel and corrupt the temple.
The sentinel has been sending rhythmic light signals into the sky, and someone needs to translate the message.

How to use it

Boss of a mini-dungeon within Murann.
A misunderstanding where the players must prove their devotion to Selûne while under fire.
A final trial to obtain a lunar artifact.

Treasure

2,500 gp worth of pure white marble fragments
450 gp worth of Selûnite silver joints
The Moon-scryer lens (can be used to craft a Helm of Telepathy or Goggles of Night)

Media

0 images

No images yet.

Visual sheet

Turn Selûnite Moon-Bound Sentinel into a sheet

A high-res, share-ready sheet you can post or print.