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Pylon Sentinels - AI-generated fantasy Monster

Pylon Sentinels

The Pylon Sentinels were built by an infernal war-engineer to protect the Ashen Circuit's final conversion chamber. Their original purpose was to transform captured souls and elemental energy into a stable conduit for planar invasion. The sentinels now serve Vhalzareth, who has replaced their original command protocol with directives drawn from the demon-made core beneath the hall. Each sentinel is incomplete without the others, yet their network grows more dangerous as additional pylons are activated.

LargeConstruct(Construct)CR CR 19, deadly elite guardian; three sentinels form a climactic encounter for a high-level partyLawful evil

Pylon Sentinels

constructguardianinfernalenginepyloncontrollerboss encounterashcrystaldungeon
HP285AC+12SPD30 ft., climb 30 ft.CR19 (22,000 XP)AthleticsPerceptionInvestigationIntimidation
STR
24
save
DEX
14
CON
22
save
INT
12
WIS
16
save
CHA
18
save
Constructed Resilience. The sentinel has advantage on saving throws against spells and other magical effects. It is immune to any effect that would alter its form.
Engine-Bound Awareness. The sentinel cannot be surprised, and it does not need to eat, drink, breathe, or sleep.
Infernal Redundancy. If damage from a single source would reduce the sentinel to 0 hit points, it is reduced to 1 hit point instead, unless the damage is radiant or comes from a critical hit. Once this trait is used, it cannot be used again until the sentinel recharges power from a pylon.
Pylon Conduit. The sentinel has three charges and regains expended charges at the start of each turn while it is within 30 feet of an active pylon. It can expend charges to use Pylon Discharge, costing 2 charges, or Override Directive, costing 1 charge.
Pylon Synchronization. When three Pylon Sentinels are within 60 feet of one another, they share senses and count as one creature for purposes of determining whether they are surprised. While at least two sentinels remain active, each sentinel gains a bonus to saving throws.
Siege Monster. The sentinel deals double damage to objects and structures. It ignores the damage threshold of the engine hall's broken walkways and chains.
Legendary Resistance. The sentinel has three uses. If it fails a saving throw, it can choose to succeed instead.
Multiattack. The sentinel makes two Crystal Lance attacks and one Chain Snare attack.
Crystal Lance. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () piercing damage plus 9 () fire damage. If the target is within 10 feet of a pylon, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Chain Snare. Melee Weapon Attack: to hit, reach 30 ft., one target. Hit: 16 () bludgeoning damage plus 9 () lightning damage, and the target is grappled, escape . Until this grapple ends, the target is restrained, and the sentinel cannot use this chain against another target.
Circuit Burst. The sentinel releases a pulse of red-black energy. Each creature of the sentinel's choice within 20 feet must make a Dexterity saving throw, taking 36 () force damage plus 18 () fire damage on a failed save, or half as much damage on a successful one. A creature that fails is also moved up to 15 feet in a direction chosen by the sentinel.
Pylon Discharge. The sentinel chooses a point it can see within 120 feet. A vertical column of unstable energy descends in a 10-foot-radius, 60-foot-high cylinder. Each creature in the cylinder must make a Dexterity saving throw, taking 45 () lightning damage plus 22 () force damage on a failed save, or half as much damage on a successful one. The area remains charged until the start of the sentinel's next turn. A creature entering the area for the first time on a turn or starting its turn there takes 13 () lightning damage.
Override Directive. The sentinel targets one creature it can see within 90 feet. The target must succeed on a Wisdom saving throw or become overwhelmed by alien mechanical directives until the end of the sentinel's next turn. While affected, the creature is incapacitated, its speed becomes 0, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Anchor the Intruder. When a creature the sentinel can see moves within 15 feet of a pylon or the central platform, the sentinel makes one Crystal Lance attack against that creature. On a hit, the target's speed becomes 0 until the end of the current turn.
Reposition. The sentinel moves up to half its speed without provoking opportunity attacks.
Chain Strike. The sentinel makes one Chain Snare attack.
Power Surge (Costs 2 Actions). The sentinel uses Circuit Burst or moves one creature grappled by its Chain Snare up to 20 feet.
Overload (Costs 3 Actions). The sentinel uses Pylon Discharge, if available, or makes one Crystal Lance attack and one Chain Snare attack.
3rd level
Detect InvisibilityDivination The sentinel creates a 20-foot-radius sphere of dim red light centered on a point within 120 feet. Creatures of the sentinel's choice in the area cannot benefit from invisibility or concealment until the spell ends.
4th level
CommandEnchantment The sentinel attempts to command one creature within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or follow a brief one-sentence command on its next turn, provided the command does not directly cause obvious self-destruction.
Evard's Black TentaclesConjuration The sentinel creates a field of black force in a 20-foot-radius sphere within 90 feet. The area is difficult terrain for enemies and lightly obscured by drifting ash for 1 minute.
5th level
HexEnchantment The sentinel marks one creature within 120 feet for 1 minute. The first time on each turn that the marked target takes damage from a construct or engine hazard, it takes an additional 9 (2d8) force damage.
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