Mireglass Sentinel - AI-generated fantasy Monster

Mireglass Sentinel

Bog-priests once claimed the first mireglass sentinel was a funeral guardian forged to keep a tyrant's army from crossing a sacred swamp. The ritual worked too well. The swamp absorbed the rite, the rite absorbed the dead, and now any place where enough sorrow sinks into still water may birth a new sentinel from reed, glass, and hunger.

MediumLarge construct-like guardian(Construct)CR Hardunaligned

Mireglass Sentinel

swampconstructnecroticgrapplercontrollerterrainboss
HP189AC18SPD30 ft., swim 30 ft.CR12 (8,400 XP)PerceptionStealthAthletics
STR
20
DEX
12
CON
20
save
INT
10
WIS
16
save
CHA
14
save
Amphibious. The sentinel can breathe air and water, and it ignores effects that would suffocate or drown it.
Mire Camouflage. The sentinel has advantage on Dexterity (Stealth) checks made in dim light, fog, rain, or swamp terrain.
Bog-Perfect Body. The sentinel is immune to disease and the poisoned condition.
Drying Fracture. If the sentinel takes fire damage, it cannot use its Mire Regeneration trait until the start of its next turn.
Multiattack. The mireglass sentinel makes two Resin Lash attacks.
Resin Lash. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 16 () bludgeoning damage plus 7 () necrotic damage, and the target is grappled (escape ) if it is Medium or smaller. Until this grapple ends, the target is restrained, and the sentinel cannot lash another creature with this hand.
Mire Spore Burst. The sentinel exhales a burst of black-green spores in a 20-foot cone. Each creature in that area must make a Constitution saving throw, taking 27 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save cannot regain hit points until the start of the sentinel's next turn.
Shatterfen Shard. The sentinel hurls a shard of mirror-bright bog crystal at a point it can see within 60 feet. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 22 () force damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of the sentinel's next turn as glassy reeds jut from the muck.
Bog Spike. When a creature the sentinel can see hits it with a melee attack while within 10 feet of a swamp, mud, or standing water, the attacker takes 7 () necrotic damage.
Bog Step. The sentinel moves up to half its speed without provoking opportunity attacks.
Drain the Mire (Costs 2 Actions). One creature grappled by the sentinel takes 10 () necrotic damage.
Crystal Lash (Costs 2 Actions). The sentinel makes one Resin Lash attack.
Cantrips
Innate Spellcastingvaries The sentinel can innately cast the following spells, requiring no material components: at will, mage hand, minor illusion; 3/day each, misty step, entangle; 1/day each, blight, wall of water.
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