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Crucible Sentinel in Dungeons & Dragons 5e

Crucible Sentinel CR: 4

Large construct, neutral
Armor Class: 15 (rusted plating, exposed joints)
Hit Points: 110 (13d10 + 39) 13d10+39
Speed: 30 ft

STR

20 +5

DEX

9 -1

CON

16 +3

INT

5 -3

WIS

10 +0

CHA

5 -3

Saving Throws: Con +5, Wis +2
Damage Vulnerabilities: lightning, thunder
Damage Resistances: fire
Condition Immunities: charmed, exhaustion, frightened, paralyzed, poisoned
Senses:

darkvision 60 ft., passive Perception 10

Languages: understands its creator’s commands but cannot speak
Challenge Rating: 4
Proficiency Bonus: +2

Overloaded Core. When the Sentinel is reduced below half its hit points, its chest reactor becomes unstable. At the start of each of its turns, roll a d6. On a 6, the core discharges energy in a 15-foot radius. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (2d8) lightning damage on a failure or half as much on a success.

Furnace Frame. When hit by a melee attack, the attacker takes 3 (1d6) fire damage as sparks and molten metal spray outward.

Unbalanced Frame. The Sentinel’s massive right arm delivers devastating blows, but leaves it momentarily open. If the Sentinel hits with its Crushing Arm, attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The Sentinel makes two Slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Crushing Arm (Recharge 5–6). The Sentinel swings its massive improvised arm in a brutal arc. Each creature in a 10-foot line in front of it must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a success, they take half as much and are not knocked prone.

Aetheric Shockwave (Recharge 6). The Sentinel slams its lighter claw arm into the ground, sending out a ripple of concussive force. Each creature within 15 ft. must make a DC 14 Strength saving throw or take 10 (3d6) force damage and be pushed 10 ft. away. On a success, they take half as much and aren’t moved.

A massive, humanoid machine of rusted iron, broken pistons, and furnace plating. Its core glows through a cracked viewport in its chest, sparking with blue-white arcs of unstable energy. Its frame is asymmetrical—one arm is a hulking mass of repurposed machinery, while the other is a smaller, articulated limb ending in grasping claws. The design feels improvised and unstable, as if assembled from whatever pieces were at hand rather than for any clear intent. Its movements are heavy and off-balance, shifting between brutal force and awkward precision.


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