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Intelligent Sentinel: Difference between revisions

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(Updated infobox and feature boxes)
(Removed unnecessary spoiler box, added another attack)
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== Involvement ==
== Involvement ==
{{SpoilerBox|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.}}
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.


==Attacks and abilities==
==Attacks and abilities==
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{{Feature box|Bone Chill}}
{{Feature box|Bone Chill}}
{{Feature box|Melf's Acid Arrow}}
{{Feature box|Melf's Acid Arrow}}
{{Feature box|Phantasmal Force}}
{{Feature box|Shadow Step}}
{{Feature box|Shadow Step}}



Revision as of 02:35, 13 June 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

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.

Attacks and abilities

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