Sentinel In Darkness

Large construct, Unaligned

Armor Class

13 (natural armor)

Hit Points

127 (15d10+45)

Speed

walk 30 ft.

Skills

Perception +7

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

truesight 60 ft.

Languages

Understands the languages of its creator but can't speak

Challenge

7

Scourge Of The Seekers

The sentinel has advantage on attack rolls against creatures with darkvision, blindsight, or truesight.

Vault Keeper

Secret doors and illusory walls within 1,500 feet of the sentinel have the DC to detect their presence increased by 5.

Actions

Multiattack

The sentinel makes two stone fist attacks. If both attacks hit a Large or smaller creature, the target must succeed on a DC 15 Wisdom saving throw or lose one non-weapon, non-armor object that is small enough to fit in one hand. The object is teleported to a random unoccupied space within 200 feet of the sentinel. The target feels a mental tug in the general direction of the item until it is recovered.

Stone Fist

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Curse of the Wanderer (Recharge 6)

One creature the sentinel can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the Curse of the Wanderer. While cursed, the creature's speed is halved and it can't regain hp. For every 24 hours it goes without discovering or learning new information, it takes 10 (3d6) psychic damage. The curse lasts until it is lifted by a remove curse spell or similar magic.