Medium construct, neutral
Armour Class | 15 (natural armour) |
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HP | Equal to Steel Sentinel's CON modifier + your INT modifier + seven times your Fusilier Level |
Speed | 14m |
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 12 (+1) | 13 (+2) | 4 (-4) | 10 (+0) | 6 (-2) |
Saving Throws | DEX +3, CON +4 |
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Skills | Athletics +4, Perception +4 |
Damage Immunities | Poison |
Damage Resistances | Force |
Condition Immunities | Berserk, Charmed, Disease, Exhaustion, Instant KO, Poisoned, Sap, Sleep |
Senses | Darkvision 20m, passive Perception 14 |
Languages | Understands the languages of its creator |
Might of the Master. The Steel Sentinel gains a bonus to the following numbers equal to your Proficiency Bonus – 2:
Vigilant. The Steel Sentinel can't be surprised.
Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 2m, one target. Hit: 6 (1d8 + 2) FORCE damage.
Repair (3/Day). The magickal mechanisms inside the Steel Sentinel restore 11 (2d8 + 2) HP to itself or to one Construct or object within 2m of it.
Deflect Attack. The Steel Sentinel emanates a brief pulse of magickal force. When a creature within 2m of it is hit by an attack, it can impose Disadvantage on the attack roll, potentially causing the attack to miss.