Record-Stone Sentinel

large construct, unaligned

D&D 5.5 / SRD 5.2

Challenge 8 (3,900 XP)

Available with DM subscription
STR
20 (+5)
DEX
8 (-1)
CON
15 (+2)
INT
10
WIS
16 (+3)
CHA
6 (-2)

Defense

Armor Class
17 (natural armor)
Hit Points
120 (16d10+32 +2)
Speed
25 ft.

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws Constitution, Wisdom
Skills
History +3, Religion +3, Athletics +8, Perception +6
Senses
darkvision 60 ft.
blindsight 10 ft.
passive Perception 16

Characteristics

Damage Vulnerabilities
—
Damage Resistances
—
Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Languages understands Common and one ancient language but can't speak

Traits and Actions

Immutable

Trait
Charmed Condition
Saving Throws Rule
The sentinel is immune to poison and psychic damage and to the charmed condition. It has advantage on saving throws against spells and other magical effects.

Record-Keeper

Trait
Wisdom Saving Throw Rule
While in combat, the sentinel recites the true history of the tithe. Any creature that starts its turn within 30 feet and can hear it must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll before the end of its next turn. A creature that succeeds is immune to this effect for 24 hours.

Deactivation

Trait
Incapacitated Condition
If the true record is read aloud to the sentinel in the old tongue, it becomes incapacitated for 1 minute, after which it deactivates permanently.

Multiattack

Action
The sentinel makes two Tablet Slam attacks.

Tablet Slam

Action
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Chisel Strike (Recharge 5–6)

Action
Dexterity Saving Throw Rule
The sentinel emits a 30-foot line of chiselling force. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much on a success. A creature that fails also has its name chiselled from its memory; at the start of each of its turns for 1 minute, it must repeat the save or forget one proficiency (skill or tool) of the GM's choice until the effect ends. A creature can repeat the save at the end of each of its turns, ending the effect on a success.

Running the encounter

Combat Behavior

Tactics

  • Blocks the corridor, using its bulk to prevent enemies from spreading out.
  • Uses Chisel Strike to punish clustered foes.
  • Recites the true history to distract listeners.

Combat Style

Defensive guardian; controls space and disrupts casters.

Morale

Fights until destroyed or deactivated.

Appearance & presence

Monster Description

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