Tunneler. The zulerin sentinel can burrow through solid rock and skymetal at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
Multiattack. The zulerin sentinel makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +9 to hit ( 1d20+9 ), reach 15 ft., one target. Hit: 22 ( 3d8+9 ) piercing damage.
Mutation Beams (Recharge 4–6). The sentinel attacks up to three separate creatures within 120 feet (that it is not directly facing). Each creature targeted must make a DC 16 Dexterity saving throw, taking 55 ( 10d10 ) poison damage (as radiation) on a failed save, or half as much damage on a successful one. Living creatures must also succeed on a DC 15 Constitution saving throw or gain a harmful mutation that fully develops over the course of 1d6 rounds. A target can gain only one harmful mutation per encounter with a zulerin sentinel. The mutation troubles the target for one day and then fades.
Technological

| Roll | Description |
|---|---|
| 01–10 | Deformed leg: Your speed on foot is reduced by 5 feet. You must succeed on a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. |
| 11–20 | Deformed face/appearance: You are deformed or disfigured to the extent that it can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. |
| 21–30 | Deformed arm/hand: You have disadvantage with any roll requiring you to use that arm or hand (including wielding two-handed weapons). |
| 31–40 | Malformed brain: You have disadvantage on all Intelligence checks. |
| 41–45 | Mentally vulnerable: You have disadvantage on Intelligence saving throws. |
| 46–50 | Slow and lumbering: You have disadvantage on all Dexterity checks. |
| 51–60 | Sickly: You have disadvantage on all Constitution saving throws. |
| 61–63 | Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. |
| 64–66 | Useless limb: One of your limbs is unusable or missing. If it’s your arm, you can no longer hold anything with two hands, and you can hold only a single object at a time. If it’s your leg, your speed on foot is halved, you must use a cane or crutch to move unless you have a peg leg or other prosthesis, you fall prone after using the Dash action, and you have disadvantage on Dexterity checks made to balance. |
| 67–71 | Useless eye: One of your eyes is unusable or missing. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. |
| 72–76 | Useless ear: One of your ears is unusable or missing. You have disadvantage on Wisdom (Perception) checks that rely on hearing. |
| 77–84 | Weakness in Strength: You have disadvantage on all Strength checks and attack rolls that use your Strength modifier. |
| 85–92 | Weakness in Dexterity: You have disadvantage on all Dexterity checks and attack rolls that use your Dexterity modifier. |
| 93–00 | Weakness in mind: This affects your Intelligence, Wisdom, or Charisma (equal chances). You have disadvantage on all checks and attack rolls using that ability score. |
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