Celestial Sentinel
A Celestial Sentinel is a floating golden eye ringed by feathered wings, set aloft by the same divine mandate that stations the Helionic Host. Sentinels are the lookouts of the heavens. They drift along the boundaries between planes, observe what passes through and report it to the powers above. A sentinel intervenes only when a creature tries to hide from it or destroy it. It counters concealment with a beam of searing light that strips away invisibility and illusion, and it holds an attacker in place with its gaze.
- Physiology
- Celestial
- Size
- Medium
- Speed
- 0 ft., fly 50 ft. (hover)
- Armor class
- 16
- Hit points
- 105 (14d8 + 42)
- Proficiency
- +3
- STR 8 -1 save -1
- DEX 16 +3 save +3
- CON 16 +3 save +3
- INT 16 +3 save +6
- WIS 20 +5 save +8
- CHA 14 +2 save +2
- Skills
- Perception +8 , Insight +8 , Investigation +6
- Passive Perception
- 18
- Senses
- truesight 120 ft., telepathy 120 ft.
- Languages
- Primordial
- Damage resistances
- radiant
- Found in
- Rift Breach , Plane of Helion , High Orbit
Traits
-
All-Seeing
The sentinel cannot be surprised. It sees invisible creatures and objects and automatically detects illusions within its truesight range.
-
Vigilant Drift
The sentinel does not need to sleep and cannot be put to sleep by any effect.
Actions
-
Multiattack
The sentinel makes two Searing Beam attacks.
-
Searing Beam
+6 to hit · long range
3d8 + 3 radiant damage
A focused ray of radiant light. If it hits a creature under the effect of invisibility or an illusion, that effect is dispelled.
-
Binding Gaze
DC 16 Wisdom save
One creature the sentinel can see within 60 feet makes a Wisdom saving throw or is Restrained until the end of its next turn. Recharges on a 5 or 6.
-
Expose Bonus action
DC 16 Charisma save
One creature the sentinel can see within 60 feet that is Invisible or disguised by an illusion must succeed on a Charisma saving throw or have that effect ended.