Axiom Sentinel
The Combine emplaces a sentinel where something must not be taken and leaves it there until that stops being true. Several are still standing on holdings the Combine has otherwise abandoned.
Axiom Combine
- Physiology
- Construct
- Size
- Huge
- Speed
- 30 ft.
- Armor class
- 19 (layered lattice and plate)
- Hit points
- 162 (13d12 + 78)
- Proficiency
- +4
- STR 24 +7 save +11
- DEX 13 +1 save +1
- CON 22 +6 save +10
- INT 15 +2 save +2
- WIS 15 +2 save +2
- CHA 10 +0 save +0
- Skills
- Perception +6
- Passive Perception
- 16
- Senses
- truesight 60 ft., darkvision 120 ft.
- Languages
- Axiom Binary
- Damage resistances
- bludgeoning, piercing, slashing
- Damage immunities
- poison, psychic
- Condition immunities
- charmed , exhausted , frightened , poisoned , prone , decompressed
- Found in
- Cometary Halo , Settlement
Traits
-
Emplaced
Cannot be moved against its will, and adds 2 to its Armor Class while it has not moved since the end of its last turn.
-
Immutable Form
Immune to any effect that would alter its form.
Actions
-
Siege Arm
+11 to hit · reach 15 ft.
3d8 + 7 bludgeoning damage
Two attacks. A creature hit is pushed 10 feet directly away from whatever the sentinel was placed to protect.
-
Denial Field
DC 14 Dexterity save
Each creature within 30 feet takes 8d8 force damage on a failed save, or half as much on a success. Recharges on a 5 or 6.
-
Hold the Line Reaction
DC 19 Strength save
When a creature within 30 feet attempts to move past the sentinel toward what it was emplaced to protect, or to teleport past it, the creature makes a Strength saving throw. On a failure the movement fails and it takes 4d10 force damage.