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Intelligent Sentinel

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The Intelligent Sentinel is a unique type of Undead guarding the secret shrine to Shar underneath statue of Ketheric Thorm in Reithwin Town's square. Its abilities mirror that of a Wizard, and fitting of its role it has very high Intelligence.

Involvement[edit | edit source]

If the party fails to pass any of the three Saving Throw tests for Wisdom, Intelligence and Charisma or takes the Ritual Dagger of Shar it will summon the undead Dark Justiciar. It along with the Wise Sentinel and Charismatic Sentinel will put up a difficult fight considering their large amount of Hit Points and special abilities.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack Main Hand Attack (Action)   –  Quarterstaff
Damage: 2~7

Make a melee attack with your equipped weapon.

 Melee: 1.5 m / 5 ft
Bone Chill Bone Chill (Action)
Damage: 1~8

Prevent the target from healing until your next turn. The target cannot help Downed Downed characters. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.

 Range: 18 m / 60 ft
Melf's Acid Arrow Melf's Acid Arrow (Action + Level 2 Spell Slot)
Damage: 6~24
4d4AcidAcid
+ 2d4AcidAcid

Shoot a green arrow that bursts in a spray of acid. Deals 4d4AcidAcid damage immediately and 2d4AcidAcid damage at the end of the target's next turn.

If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

 Range: 18 m / 60 ft
Phantasmal Force Phantasmal Force (Action + Level 2 Spell Slot)
Deal damage to a creature each turn. At the start of its turn, it takes PsychicPsychic damage. Each subsequent time it takes damage, the damage type of Phantasmal Force changes to match that damage type.
INT Save
 Range: 18 m / 60 ft
Shadow Step Shadow Step (Bonus Action)
Teleport from shadow to shadow. Afterwards, you have Advantage Icon.png Advantage on your next melee Attack roll.
 Range: 18 m / 60 ft

Gallery[edit | edit source]