Bestiary · Construct

PR 12

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.

Mytharil Steel Sentinel, drawn at Large scale
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
Condition immunities
charmed , exhausted , frightened , paralyzed , petrified , poisoned
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.

  • Immovable Reaction

    When an effect would move it or an object it guards, the sentinel ignores the effect.