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Ruby Ash Sentinel - AI-generated fantasy Monster

Ruby Ash Sentinel

The Ruby Ash Sentinel was built when Embergate District was founded around a pact with an ember-spirit known in surviving fragments as Vhal Azhur, the First Coal Beneath the City. The sentinel's purpose was to preserve the district's protective seal and punish only those who violated the founding covenant. Decades later, officials rewrote portions of the pact to use the construct against smugglers, dissidents, and rival wardens. The altered commands now conflict, causing the sentinel to attack unauthorized runestone carriers while also protecting the people who destroyed the original agreement.

LargeConstruct(Construct, bound spirit)CR HighLawful neutral

Ruby Ash Sentinel

constructguardianurban dungeonrune magicfirethundersentient defense mechanismsocial encounterbattlefield controllerquest witness
HP168AC18SPD30 ft., climb 20 ft.CR10 (5,900 XP)ArcanaAthleticsInsightPerception
STR
19
save
DEX
10
CON
15
save
INT
16
WIS
15
save
CHA
12
save
Altered Command Matrix. The sentinel has advantage on saving throws against effects that would alter its memory, commands, or form. It is immune to effects that would force it to speak a direct lie.
Bound Construct. The sentinel does not need to eat, drink, breathe, or sleep. It remains aware while dormant and can hear through connected stone and metal within its ward network.
Lantern Aspect. At the start of each round, one lantern aspect is active. Roll or choose: Sanguine Lantern grants resistance to cold damage and increases the sentinel's speed by 10 feet. Violet Lantern grants resistance to lightning damage and lets the sentinel teleport up to 15 feet between areas of dim light or darkness. Gold Lantern grants immunity to fire damage but gives the sentinel vulnerability to thunder damage. Pale Lantern causes the sentinel to shed bright light in a 20-foot radius and prevents it from being frightened or charmed. Changing the aspect requires a lantern to be extinguished, relit, struck, or rotated as an action by a creature within reach.
Runestone Pursuit. The sentinel has advantage on attack rolls against a creature carrying an unauthorized runestone fragment. It can sense such fragments within 120 feet, even through stone or metal.
Resonant Foundations. The sentinel cannot be surprised while within its lair. It has advantage on saving throws against being knocked prone or moved against its will while touching stone, metal, or a rune pillar.
Hesitation of the First Oath. When the sentinel is reduced to half its hit points or fewer, it must make a Wisdom saving throw at the end of each of its turns if a creature has presented proof of the original pact, spoken Vhal Azhur's name, or described the ward's true history. On a failure, it hesitates until the end of its next turn. During this hesitation, it cannot take legendary actions and has disadvantage on attack rolls. If it fails this saving throw three times, it becomes open to negotiation.
Siege-Built Frame. The sentinel deals double damage to objects and structures. It has advantage on ability checks and saving throws made to resist collapsing foundations, molten flows, and other structural hazards in its lair.
Multiattack. The sentinel makes two Rune-Forged Fist attacks and one Cinder Bell attack.
Rune-Forged Fist. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () bludgeoning damage plus 7 () fire damage. If the target carries an unauthorized runestone fragment, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Cinder Bell. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 15 () bludgeoning damage plus 7 () thunder damage. Each creature within 5 feet of the target must succeed on a Constitution saving throw or be deafened until the end of its next turn.
Ward-Breaking Resonance. The sentinel releases a pulse through its runes. Each creature of the sentinel's choice within 20 feet must make a Constitution saving throw, taking 27 () thunder damage and becoming deafened for 1 minute on a failed save, or half as much damage and no deafening on a successful one. A creature carrying an unauthorized runestone fragment makes this save with disadvantage. The sentinel cannot use this action again until the next round.
Ignite the Sequence. The sentinel chooses one rune pillar, lantern cluster, or exposed seam of slag within 60 feet. The chosen point erupts with magical force. Each creature within 10 feet must make a Dexterity saving throw, taking 18 () fire damage plus 9 () force damage on a failed save, or half as much damage on a success. The area becomes difficult terrain until the end of the sentinel's next turn.
Resonant Reprisal. When a creature the sentinel can see within 30 feet hits a metal object, bell, chain, pillar, or stone support with an attack, the sentinel forces the object to ring. The attacking creature must succeed on a Constitution saving throw or take 7 () thunder damage and be pushed 5 feet. The sentinel can then move up to 10 feet toward the ringing object.
Shifting Lantern Doctrine. When the sentinel would take damage from an attack while standing in a lantern-lit area, it changes the lantern aspect affecting it before the damage is resolved. This can change its resistance, movement, or vulnerability as described in Lantern Aspect.
Measured Advance. The sentinel moves up to half its speed without provoking opportunity attacks. If it moves through lantern-light, it can change its active lantern aspect.
Commanding Toll. The sentinel makes one Rune-Forged Fist attack or causes one unattended metal object within 30 feet to ring loudly. The ringing object becomes a hazard until the start of the sentinel's next turn, and the first creature entering within 5 feet of it must succeed on a Constitution saving throw or take 5 () thunder damage.
Pillar Rupture (Costs 2 Actions). The sentinel targets a rune pillar or five-foot square of floor within 60 feet. The target cracks open in a burst of flame and force. Creatures within 5 feet must make a Dexterity saving throw, taking 10 () fire damage plus 10 () force damage on a failed save, or half as much on a success.
Conflicting Edict (Costs 3 Actions). The sentinel invokes the contradictory pact. Up to three creatures it can see within 60 feet must make a Wisdom saving throw. On a failure, a creature is compelled to move up to its speed toward the nearest rune pillar or unauthorized fragment and cannot take reactions until the end of its next turn. A creature that has spoken the original ember-spirit's name has advantage on this save.
Cantrips
ThaumaturgyTransmutation The sentinel can cast this spell innately, requiring no material components. It can use the spell at will to create minor sensory manifestations of bells, flame, and ruby light.
2nd level
Arcane LockAbjuration The sentinel can cast this spell once per day, creating a protective seal over a doorway, tunnel, or chamber entrance.
Continual FlameEvocation The sentinel can cast this spell once per day, marking a creature, object, or tunnel with visible ruby runes.
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