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CR 5 – Aberration – The Sentinel of Decrees

**Tier 2 play**

**Monster Name:** The Sentinel of Decrees

**Size, Type, Alignment:** Medium, Aberration, Lawful Neutral

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.

**Ability Scores:**

Strength 14 (+2),

Dexterity 12 (+1),

Constitution 16 (+3),

Intelligence 18 (+4),

Wisdom 15 (+2),

Charisma 10 (+0)

**Proficiencies:** Saving Throws: Intelligence +7, Wisdom +5

Skills: Insight +5, Persuasion +3

Damage Resistances: Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: None

Condition Immunities: Charmed, Frightened

**Senses:** Darkvision 60 ft., Truesight 30 ft., Passive Perception 12

**Languages:** Telepathy 120 ft., understands all languages but cannot speak

**Challenge Rating (CR):** 5

**Special Abilities:**

– **Aura of Command:** Creatures of the Sentinel's choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of their next turn.

– **Lawkeeper's Presence:** As a bonus action, the Sentinel can impose disadvantage on one attack roll made against it until the start of its next turn.

**Actions:**

– **Multiattack:** The Sentinel makes two *Mind Lash* attacks.

– **Mind Lash:** Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) psychic damage, and the target must succeed on a DC 15 Intelligence saving throw or be stunned until the end of its next turn.

– **Decree of Binding (Recharge 5-6):** The Sentinel targets up to three creatures it can see within 60 feet. Each target must succeed on a DC 15 Dexterity saving throw or be restrained by magical chains until the end of their next turn.

**Description:** The Sentinel of Decrees is an aberration that embodies the concept of law and order, birthed from the chaotic remnants of a failed attempt to impose absolute governance on the multiverse. With a form reminiscent of a towering figure draped in chains that shimmer with arcane energy, it appears to be both majestic and terrifying. The Sentinel uses its psychic abilities to command and manipulate those around it, preferring to incapacitate foes with mind-bending attacks before binding them in chains of law. It sees itself as a necessary force in a world riddled with chaos and will go to great lengths to enforce its vision of order, often engaging in dialogue before resorting to violence.

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