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The Shadow-Stitched Sentinel - AI-generated fantasy Monster

The Shadow-Stitched Sentinel

The Shadow-Stitched Sentinels were commissioned by the Countess of the Gallery of Tears to prevent 'unnecessary stains' on her pristine marble floors. They are the perfect guards for a host who prefers their victims alive for later consumption.

Medium construct · Medium · Uncommon

The Shadow-Stitched Sentinel

A silent guardian woven from necrotic gloom and scraps of ancient plate armor, designed to detain intruders without the mess of bloodshed.
AC16
HP85/85
CRMedium
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 16 · HP 85 · Medium

The Shadow-Stitched Sentinel

Medium construct (shadow), neutral
Armor Class16 (Natural Armor)
Hit Points85 (10d8 + 40)
Speed
30 ft. walk
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerceptionStealth
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Necrotic
Immunities
Poison,
Psychic,
Exhaustion,
Frightened,
Paralyzed,
Petrified,
Poisoned
Weaknesses
Fire Damage (see Dissipation)
Senses
Tremorsense 60 ft.,
Passive Perception 14
Languages
Understands the languages of its creator but cannot speak
ChallengeMedium
Blind Senses. The sentinel is blind and deaf beyond its tremorsense radius. It is immune to the blinded condition.
Fire Dissipation. If the sentinel takes fire damage, its shadow-stitching begins to unravel. It becomes incapacitated and its speed is reduced to 0 until the end of its next turn, during which it appears as a pile of lifeless armor shards and wispy smoke.
Non-Lethal Directive. The sentinel's attacks deal bludgeoning or necrotic damage, but it never reduces a creature to 0 hit points. Instead, it leaves the creature at 1 hit point and stabilized in a state of unconsciousness if it would otherwise kill them.
Shadow Stealth. While in dim light or darkness, the sentinel can take the Hide action as a bonus action.

Actions

Multiattack. The sentinel makes two Shadow Grasp attacks.
Shadow Grasp. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 11 () necrotic damage. The target is grappled (escape ). Until this grapple ends, the target is restrained, and the sentinel can't use this limb on another target. The sentinel has two such limbs.
Muffle. The sentinel targets one creature it is grappling. The target must succeed on a Constitution saving throw or be silenced as shadows wrap around its mouth and throat. This effect lasts until the grapple ends.

Reactions

Anchor. When a creature within 10 feet of the sentinel moves away from it, the sentinel can attempt to grapple that creature with a Shadow Grasp attack.
Role
Area Denial / Jailer
Built for
5

Gear

  • Void Plate Scraps (Armor, 150 gp (as salvage))Rusted metal fragments imbued with shadow essence.

Notes for the game master

Prioritizes restraining the target over dealing damage.
Fire is the primary mechanical solution for players to bypass the encounter without a fight.
Works best in corridors with stone floors.

Tactics

  1. Opening

    Lurks in a corner of the Gallery. It waits for the party to step within 30 feet, then moves silently toward the source of the strongest vibration.

  2. Mid-fight

    Focuses on grappling spellcasters first to use the Muffle action. It uses its 10ft reach to keep distance while holding two targets at once.

  3. End of the fight

    If both targets are restrained, it remains stationary, tightening its grip and waiting for reinforcements.

  4. Retreat

    It is a construct; it does not flee. It will fight until dissipated by fire or destroyed by magic.

How it fights

Uses Shadow Stealth to hide between columns in the Gallery.
Prioritizes 'loud' targets like those in heavy armor or using explosive magic.
Pairs Muffle with a grapple to prevent the party from alerting the rest of the castle.

Who it attacks first

High vibration targets (heavy armor)
Magic users (silence them with Muffle)
Smallest creatures (easiest to restrain)

Works well with

Alarm traps: If an alarm goes off, the sentinel automatically knows the location of the trigger.
Slippery floors: Makes escaping the grapple harder for the party.

How to beat it

Levitation or Flying (avoids tremorsense)
Fire Damage (Fire Bolt, Torches)
Forced Movement (Thunderwave)

Ways to avoid a fight

Stealth check vs Passive Perception: If the party moves slowly (half speed), they have advantage on Stealth to avoid detection.
Distraction: Throwing a heavy object down the hallway to lure the sentinel away.

Ecology

A hollow suit of black, dented plate armor held together by viscous, roiling smoke. It has no head, only a swirling vortex of shadow where a helm would sit. Long, thin tendrils of darkness leak from the joints of the armor like tattered thread.

Behavior

It patrols with a rhythmic, clanking gait. It does not react to light or movement that does not touch the ground. Once it detects a vibration, it moves to intercept, extending its shadowy limbs to pin the intruder to the floor or wall.

How it lives

An artificial lifeform created by infusing a Shadow Demon's essence into a ritualistically prepared suit of armor. It requires no food or air, only the ambient necrotic energy of its master's home.

Lair

The Gallery of Tears, a hallway lined with weeping statues where the floor is polished obsidian, amplifying vibrations.

Habitat
Vampiric castles, ancient crypts, the Gallery of Tears.

Signs that it is near

Rhythmic clanking of metal on stone
Patches of unnatural cold
Smell of old ozone and stagnant iron
Faint, shadowy 'stitching' marks on the walls

Tags

sentinel,
guardian,
non-lethal,
shadow

Lore

The Shadow-Stitched Sentinels were commissioned by the Countess of the Gallery of Tears to prevent 'unnecessary stains' on her pristine marble floors. They are the perfect guards for a host who prefers their victims alive for later consumption.

What drives it

To fulfill its programmed directive: capture and hold intruders until a master arrives to pass judgment.

After the fight

If defeated by fire, the armor falls into a heap. It will reassemble itself in 1d4 hours as the shadows slowly restitch the metal, unless the pieces are scattered or blessed.

Variants

Crystalline Sentinel: Uses Blindsense instead of Tremorsense and is weak to Thunder damage.
Guardian of the Blood Well: Heals when its grappled target takes damage.

Hooks

Plot hooks

The party must retrieve a moon amulet from a pedestal at the end of the Gallery of Tears without making a sound.
A captured rogue is being held by a Sentinel in the castle, and the party needs to rescue them silently.

How to use it

Hallway guardian
Stealth puzzle
Prison warden

Treasure

Ebony-infused iron scraps (can be sold to a smith)
Occasionally, jewelry from previously captured intruders is caught in the shadow-stitching.

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