Mytharil Steel Sentinel
The Mythar built these sentinels from mytharil, a steel they alloyed with worked magic, and set them over tombs, reliquaries and the vaults where they kept the things they had decided not to use. A sentinel does not patrol or sleep, and it holds its post though the Mythar are gone. Thousands of years have left the metal uncorroded, and the cause is unknown.
- Physiology
- Construct
- Size
- Large
- Speed
- 30 ft.
- Armor class
- 20 (mytharil plate)
- Hit points
- 207 (18d10 + 108)
- Proficiency
- +4
- STR 24 +7 save +11
- DEX 11 +0 save +0
- CON 22 +6 save +10
- INT 5 -3 save -3
- WIS 15 +2 save +2
- CHA 3 -4 save -4
- Skills
- Perception +6
- Passive Perception
- 16
- Senses
- darkvision 120 ft., truesight 30 ft.
- Languages
- understands Mythar
- Damage resistances
- bludgeoning, piercing, slashing, fire, lightning
- Damage immunities
- poison, psychic, necrotic
- Found in
- Settlement , Rift Breach
Traits
-
Mytharil Body
It needs no food, drink, air or sleep, and it is unaffected by the passage of time. Magic cannot put it to sleep or alter its form.
-
Holds the Post
It will not willingly move more than 120 feet from what it guards. Within that distance it has advantage on all saving throws.
-
Spell-Eater
When a spell of 5th level or lower targets it, the spell fails and the sentinel regains hit points equal to ten times the spell's level.
-
Siege Body
It deals double damage to objects and structures.
Actions
-
Multiattack
It makes two greatblade attacks.
-
Mytharil Greatblade
+11 to hit · reach 10 ft.
4d8 + 7 slashing damage
A strike from a greatblade cast as one piece with its arm.
-
Sundering Blow
DC 18 Dexterity save
The sentinel drives the blade into the floor. Every creature within 15 feet makes a Dexterity saving throw, taking 6d10 force damage and being knocked Prone on a failure, or half as much damage on a success. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.
-
Warding Light
DC 18 Constitution save
It raises a hand and the door behind it seals. Every creature within 30 feet makes a Constitution saving throw, taking 5d8 radiant damage and being pushed 20 feet away on a failure, or half as much damage and no movement on a success.
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Immovable Reaction
When an effect would move it or an object it guards, the sentinel ignores the effect.