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Sun Sentinel

Medium Medium humanoid (any race, Sentinel, Any Good

Armor Class 16 (chain mail)
Hit Points 90 12d8+36
Speed: 30 ft

STR

17
( +3 )

DEX

10
( +0 )

CON

17
( +3 )

INT

10
( +0 )

WIS

13
( +1 )

CHA

18
( +4 )

Skills Persuasion +10
Damage Resistances acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder; bludgeoning, piercing and slashing damage
Senses passive Perception 11
Languages Common, Celestial plus any one language
Challenge Rating 8

The sun sentinel is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following paladin spells prepared.   1st level (4 slots): compelled duel, cure wounds, protection from evil and good, sanctuary, sleep 2nd level (2 slots): calm emotions, hold person, lesser restoration


Emissary of Redemption. The paladin's resistances don't function against creatures it has attacked or targeted with a spell since the last dawn.

Actions

Multiattack. The paladin makes two attacks with its quarterstaff.   Sacred Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) bludgeoning damage. If the target is an evil creature, the attack deals an additional 9 (2d8) radiant damage.

Reactions

Protect the Innocent. When a creature within 30 feet of the sun sentinel takes damage, it can use its reaction to magically take that damage instead. The sun sentinel doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.   Rebuke the Violent. When the sun sentinel sees an attacker within 30 feet of it deal damage with an attack against a creature other than the sun sentinel, it can use its reaction to force the attacker to make a DC 15 Charisma saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a succesful save, it takes half that much damage.


Created by

Prins Pim.

Statblock Type

NPC Sheet

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