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Eclipsed Sentinel in Dungeons & Dragons 5e

Homebrew

Eclipsed Sentinel CR: 9

Medium medium humanoid (elf, human, or aasimar), lawful neutral
Armor Class: 18
Hit Points: 136 (16d8 + 64)
Speed:

STR

18 +4

DEX

14 +2

CON

18 +4

INT

12 +1

WIS

16 +3

CHA

14 +2

Saving Throws: Str +8, Con +8, Wis +7
Skills:

Perception +7, Insight +6, Athletics +7, Religion +5

Damage Resistances: Radiant, Necrotic
Condition Immunities: Charmed, Frightened
Senses:

Darkvision 60 ft., Passive Perception 17

Languages: Common, Celestial, Elvish
Challenge Rating: 9 ( 5000 XP)

Actions

Multiattack. The Eclipsed Sentinel makes two melee attacks.

Moonforged Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 4) slashing damage plus 9 (2d8) radiant or necrotic damage (Sentinel’s choice).

Lunar Smite (Recharge 5-6). When the Sentinel hits with a melee weapon attack, it can channel the power of the Twin Moons, forcing the target to make a DC 16 Constitution saving throw or be blinded until the end of the Sentinel’s next turn.

Bonus Actions

Moonlit Step (1/Turn). The Sentinel can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness.

Reactions

Eclipse Parry. When a creature within 5 feet hits the Sentinel with an attack, the Sentinel can use its reaction to impose disadvantage on the attack roll. If the attack still hits, the attacker takes 7 (2d6) radiant or necrotic damage.


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