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Intelligent Sentinel: Difference between revisions

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{{PageSeo
| description = The Intelligent Sentinel is a unique type of undead guarding the secret shrine to Shar underneath statue of Ketheric Thorm in Reithwin Town's square.
| image = Intelligent Sentinel Model.png
}}
{{Infobox creature
{{Infobox creature
| name = Intelligent Sentinel
| name = Intelligent Sentinel
| image = Portrait Intelligent Sentinel.png
| image = <gallery>
Intelligent Sentinel Model.png|Model
Portrait Intelligent Sentinel.png|Portrait
</gallery>
| race = [[Dark Justiciar]]
| race = [[Dark Justiciar]]
| class = [[Wizard]], [[Necromancy School]]
| class = [[Wizard]], [[Necromancy School]]
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| t hp = 141
| t hp = 141
| movement m = 9
| movement m = 9
| xp = 60
| weight kg = 30
| weight kg = 30
| level = 7
| level = 7
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| dex save prof = Proficient
| dex save prof = Proficient


| athletics = 1
| acrobatics = 2
| perception = 0
| resistances = Necrotic resistant full, Radiant vulnerability
| resistances = Necrotic resistant full, Radiant vulnerability
| passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Intelligence, Shar's Sight, Sunlight Weakness
| passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Intelligence, Shar's Sight, Sunlight Weakness
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[[Category:Characters in Act Two]]
[[Category:Characters in Act Two]]
[[Category:Followers of Shar]]
[[Category:Followers of Shar]]
[[Category:Wizards]]

Latest revision as of 00:35, 23 November 2024

The Intelligent Sentinel is a unique type of Undead guarding the secret shrine to Shar underneath statue of Ketheric Thorm in Reithwin Town's square. Its abilities mirror that of a Wizard, and fitting of its role it has very high Intelligence.

Involvement[edit | edit source]

If the party fails to pass any of the three Saving Throw tests for Wisdom, Intelligence and Charisma or takes the Ritual Dagger of Shar it will summon the undead Dark Justiciar. It along with the Wise Sentinel and Charismatic Sentinel will put up a difficult fight considering their large amount of Hit Points and special abilities.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Quarterstaff
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Bone Chill.webp
Bone Chill Bone Chill ()
D8 Necrotic.png 1d8 (1~8) Damage TypesNecrotic

Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.

 Range: 18 m / 60 ft
Melf's Acid Arrow.webp
Melf's Acid Arrow Melf's Acid Arrow ()
D4 Acid.png 4d4 (4~16) Damage TypesAcid

Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn.

If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

 Range: 18 m / 60 ft
Phantasmal Force.webp
Phantasmal Force Phantasmal Force ()
Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered.
INT Save
 Range: 18 m / 60 ft
Shadow Step.webp
Shadow Step Shadow Step ()
Teleport from shadow to shadow. Afterwards, you have Advantage Icon.png Advantage on your next melee Attack roll.
 Range: 18 m / 60 ft

Gallery[edit | edit source]