SGttEH 345
The Hollow Sentinels, an elite sect within the Grey Templars of the Radiant Order, were created to hunt not beasts but men—the osteomancers. These tireless inquisitors have undergone a gruesome transmutation, rendering them immune to the corrupting magic of these blasphemous wizards.
In a secret rite known only in the highest echelons of the Grey Templars, the bones of these chosen few are meticulously removed and replaced with an advanced composite, bestowed by the Scions and transmuted into a divine element through days of fervent prayers and blessings. This miraculous metamorphosis imbues the Hollow Sentinels with unparalleled resilience, enabling them to ignore even the most potent osteomantic spells.
The process of becoming a Hollow Sentinel is not without risk, and only the most devoted and resolute candidates are chosen to undergo the transformation. The loss of their innate skeletal framework is an excruciating ordeal; nevertheless, the Sentinels maintain that there is no nobler sacrifice than the ones they render in the name of their righteous duty. Albeit, the toll exacted for the attainment of such might is a remarkably slow recovery—borne from the partial loss of their humanity—oftentimes necessitating days to heal from a single mission, thereby constraining the church's capacity to deploy these invaluable combatants.
MOD | SAVE | ||
---|---|---|---|
STR | 19 | +4 | +4 |
DEX | 17 | +3 | +3 |
CON | 18 | +4 | +7 |
MOD | SAVE | ||
INT | 14 | +2 | +2 |
WIS | 16 | +3 | +6 |
CHA | 11 | +0 | +0 |
Iron Will. The Sentinel has advantage on saving throws against being charmed or frightened, and magic can't put the Sentinel to sleep.
Mithral Bones. The Sentinel doesn't have bones.
Silvered Weapons. The Sentinel's weapon attacks are silvered.
Magic Breaker. When the Sentinel damages a creature that is concentrating on a spell, the DC for the saving throw the target makes to maintain its concentration is increased by 7 (minimum 17). In addition, the Sentinel has advantage on saving throws against spells cast by creatures within 5 feet of it.
Immutable Form. The Sentinel is immune to any spell or effect that would alter its form.
Innate Spellcasting. The Sentinel's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
At will: detect good and evil, detect magic, disguise self, identify
Multiattack. The Sentinel makes four blade attacks
Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage and 4 ( 1d8 ) radiant damage.
Mithral Wind Strike (1/ Day). The Sentinel chooses up to three creatures it can see within 30 feet of it and makes a melee spell attack (+6 to hit) against each target. On a hit, a target takes 19 ( 3d12 ) slashing damage and 13 ( 3d8 ) radiant damage. It can then teleport to an unoccupied space it can see within 5 feet of one of the targets. The Sentinel regains the use of this action if a creature within 30 feet of it loses concentration on a spell.
Breaking Palm. The Sentinel touches a creature within 5 feet of it, removing any temporary hit points the target has.
Dash. The Sentinel takes the Dash action.
Parry. The Sentinel adds 3 to its AC against one melee attack that would hit it. To do so, the Sentinel must see the attacker and be wielding a melee weapon.
Anti-Magic Strike. When a creature within 5 feet of the Sentinel casts a spell, the Sentinel can make a melee weapon attack against it.