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Grave-Bound Sentinel - AI-generated fantasy Monster

Grave-Bound Sentinel

The Grave-Bound were once living men who failed the Warden or were chosen for their martial prowess. Now, they are literal extensions of the prison's will, unable to feel pain or doubt.

Medium undead · CR 2 · Uncommon

Grave-Bound Sentinel

A partially resurrected prison guard bound to the Warden's will, possessing cold plate armor and eyes without pupils.
AC18
HP45/45
CR2
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 18 · HP 45 · CR 2

Grave-Bound Sentinel

Medium undead (humanoid), lawful evil
Armor Class18 (Plate Armor)
Hit Points45 (6d8 + 12)
Speed
30 ft.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerception
Damage Resistances
Necrotic
Immunities
Poison,
Poisoned,
Exhaustion
Weaknesses
Radiant
Senses
Darkvision 60 ft.,
Passive Perception 13
Languages
Understand Common but cannot speak
Challenge2
Proficiency Bonus+2
Passive Perception13
Undead Fortitude. If damage reduces the sentinel to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sentinel drops to 1 hit point instead.
Unwavering Duty. The sentinel has advantage on saving throws against being charmed or frightened.

Actions

Multiattack. The sentinel makes two attacks with its Longsword.
Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage, or 8 () slashing damage if used with two hands.
Necrotic Smite (Recharge 5-6). When the sentinel hits a creature with a melee weapon attack, it can deal an extra 9 () necrotic damage. If this damage is dealt, the target cannot regain hit points until the start of the sentinel's next turn.

Reactions

Sentinel's Gaze. When a creature within 5 feet of the sentinel makes an attack against a target other than the sentinel, the sentinel can make a melee weapon attack against the attacking creature.
Role
Elite Soldier
Built for
3-5

Gear

  • Prison Plate (Armor, 1,500 gp (if cleaned))Thick, rusted plate armor etched with prison runes.
  • Executioner's Longsword (Weapon, 15 gp)A heavy blade designed for efficient execution.

Feats

Sentinel

Augmentations

Partial Resuscitation Graft

Notes for the game master

Combatants should remember that the Smite prevents healing, which is deadly for low-level parties.

Tactics

  1. Opening

    The sentinels approach in pairs, blocking the hallway to prevent passage. They use their high AC to act as a wall.

  2. Mid-fight

    One sentinel focuses on using Necrotic Smite on the most wounded PC to ensure they cannot be healed back into the fight.

  3. End of the fight

    If one is destroyed, the other stands its ground, focusing on the Sentinel's Gaze reaction to prevent players from rushing past.

  4. Retreat

    Sentinels do not retreat. They fight until they are destroyed or ordered to stop by the Warden.

How it fights

Always fight in tight corridors to maximize AC effectiveness.
Coordinate Smite attacks on targets already under 50 percent health.
Use Grapple as an action if a PC tries to squeeze past them.

Who it attacks first

Targets attempting to pick locks or use tools
Spellcasters
Injured combatants

Works well with

Shadows (who can hide behind the Sentinels)
The Warden (who can provide magical support and healing to the undead)

How to beat it

Clerics using Turn Undead
Paladins with Radiant damage
Heat Metal spell on their heavy armor

Ways to avoid a fight

Players might try to mimic the Warden's voice using magic to give orders.
Stealth is the best way to bypass them as they rely purely on sight and sound.

Ecology

A gaunt human figure clad in heavy, dull grey plate armor. Their skin is the color of old parchment and stretched tight over their facial bones. Their eyes are solid milky orbs with no pupils, and they move with a jerky, mechanical precision.

Behavior

Sentinels never speak, even when injured. They stand perfectly still when at their posts, appearing as statues until their patrol cycle begins or an intruder is spotted.

How it lives

The Sentinels are created through a 'partial death' ritual. The Warden kills a loyal guard and immediately pulls their soul back into the body before it can pass. This leaves the guard eternally trapped in a state of dying, stripping away their personality and mercy.

Lair

The Iron Oubliette

Habitat
Stone dungeons, high-security prison wings, and necrotic laboratories.

Signs that it is near

The rhythmic clank of heavy plate
A lingering smell of copper and embalming fluid
A sudden drop in temperature in the corridor

Tags

Guard,
Undead,
Necrotic,
Prison

Lore

The Grave-Bound were once living men who failed the Warden or were chosen for their martial prowess. Now, they are literal extensions of the prison's will, unable to feel pain or doubt.

What drives it

Total obedience to the Warden and the suppression of prisoner escapes.

After the fight

Once defeated, the Sentinel's armor rapidly rusts and its body collapses into gray ash, leaving behind only the cold smell of the grave.

Variants

Crossbow Sentinel: Replaces longsword with heavy crossbow (1d10 piercing + 1d8 necrotic).

Hooks

Plot hooks

A PC recognizes a Sentinel as a former friend who went missing years ago.
The Warden's ritual is failing, and one Sentinel starts to remember its past life, offering a brief window of help.

How to use it

Corridor patrol
Cell block security
Guarding the Warden's inner sanctum

Treasure

Heavy Cell Keys
A small vial of black liquid (used in the ritual)

Media

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