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Night Sentinel in Dungeons & Dragons 5e

Night Sentinel

Medium Medium humanoid (any race) Singularim Sentinel , Any Non-chaotic

Armor Class 18 (plate)
Hit Points 157 21d8+63
Speed 30ft

STR
20 +5
DEX
10 0
CON
16 +3
INT
10 0
WIS
10 0
CHA
17 +3

Saving Throws Wis +4, Cha +7
Skills Athletics +9, History +4, Persuasion +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities paralyzed, stunned
Senses passive Perception 10
Languages Common plus any two languages
Challenge 12


Description

The Night Sentinels are part of the Singularim Sentinels and patrol the city in the night. They are known to be more harsh and unforgiven upon the suspected and convicted alike, having to keep order during a time when most of the crime happens. These men or women usually have their spirits broken and their wills driven to the dust to make more obedient servants, more devoted protectors, and more deadly killers.

Ideals

Responsibility. I do what I must and obey just authority.

Bonds

My loyalty to my sovereign is unwavering.

Flaws

I obey the law, even if the law causes misery.


Innate Spellcasting. The sentinel's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells innately without expanding somatic or material components.

At will: Command, Compelled Duel

1/day: Banishment

2/day: Locate Creature, Hold Person

3/day: Warding Bond, Zone of Truth


Aura of the Night. The sentinel and friendly creatures within 30 feet of the sentinel have advantage on Wisdom saving throws and death saving throws.   Sacred Weapons. The sentinel's weapon attacks are magical. When the sentinel hits with its halberd, the weapon deals an extra 18 (4d8) radiant damage (included in the attack).


Actions

Multiattack. The sentinel makes three attacks with its halberd.   Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage plus 18 (4d8) radiant damage.   Divine Sense (3/Day). Until the end of the sentinel's next turn, it knows the location of any celestial, fiend or undead within 60 feet of it that is not behind total cover. It knows the type of the creature, but not its identity.


 

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