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Intelligent Sentinel: Difference between revisions

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{{Infobox statistics
{{Infobox creature
| name = Intelligent Sentinel
| name = Intelligent Sentinel
| image = Intelligent Sentinel.png
| image = Intelligent Sentinel.png
| imagesize = 0.7
| race = [[Dark Justiciar]]
| race = [[Dark Justiciar]]
| class = [[Wizard]]
| class = [[Wizard]]
| size = Medium
| size = Medium
| type = Undead
| type = Undead
| armour_class = 14
| ac = 14
| hit_points = 109
| e hp = 76
| hit_points_tactician = 141
| hp = 109
| movement_speed_meters = 9
| t hp = 141
| movement_speed_feet = 30
| movement m = 9
| weight_kg = 30
| weight kg = 30
| weight_lb = 60
| level = 7
| level = 7
| str = 12
| str = 12
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| wis = 10
| wis = 10
| cha = 10
| cha = 10
| dex_save_proficiency = Proficient
| dex save prof = Proficient
| resistant1 = Necrotic
| vulnerable1 = Radiant


| feature1_name = Darkvision
| resistances = Necrotic resistant full, Radiant vulnerability
| feature1_description = Can see in the dark up to 12m.
| passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Intelligence, Shar's Sight, Sunlight Weakness
| feature2_name = Living Shadow
| t passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Intelligence, Shar's Sight, Sunlight Weakness, Potent Cantrip, Grim Harvest
| feature2_description = While Obscured, this character has Resistance to all damage except Force, Psychic or Radiant.
| feature3_name = Opportunity Attack
| feature3_description = Automatically attack an enemy moving out of your reach.
| feature4_name = Paragon of Intelligence
| feature4_description = Advantage on all Intelligence saving throws and Spell Attack rolls.
| feature5_name = Shar's Sight
| feature5_description = Cannot be Blinded.
| feature6_name = Sunlight Weakness
| feature6_description = While in sunlight, disadvantage on attack rolls and saving throws.
}}
}}
The '''Intelligent Sentinel''' is a unique type of [[Undead]] guarding the secret shrine to [[Shar]] underneath statue of [[Ketheric Thorm]] in [[Reithwin Town|Reithwin Town's]] square. Its abilities mirror that of a [[Wizard]], and fitting of its role it has very high [[Intelligence]].
The '''Intelligent Sentinel''' is a unique type of [[Undead]] guarding the secret shrine to [[Shar]] underneath statue of [[Ketheric Thorm]] in [[Reithwin Town|Reithwin Town's]] square. Its abilities mirror that of a [[Wizard]], and fitting of its role it has very high [[Intelligence]].
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==Attacks and abilities==
==Attacks and abilities==
{{Feature box|Main Hand Attack|item=Quarterstaff}}
{{Feature box|Bone Chill}}
{{Feature box|Melf's Acid Arrow}}
{{Feature box|Shadow Step}}


=== Main Hand Attack - [[Quarterstaff]] ===
{{Reithwin Town}}
{{Action}}
[[Category:Dark Justiciars]]
 
[[Category:Undead]]
{{Attack Roll}}: +5
[[Category:Characters]]
{{DamageInfo|count=1|die=8|type=Bludgeoning|plus=2}}
[[Category:Characters in Reithwin Town]]
 
[[Category:Characters in Act Two]]
=== [[Bone Chill]] ===
[[Category:Sharran]]
Casts [[Bone Chill]].
 
{{Action}}
 
{{Attack Roll}}: +8{{DamageInfo|count=2|die=8|type=Necrotic}}
 
=== [[Melf's Acid Arrow]] ===
Casts [[Melf's Acid Arrow]] up to third level {{SmallIcon|Spell Slot Icon.png}} [[Spells#Spell_Slot_Levels|Spell Slot Level]].
 
{{Action}}
 
{{Attack Roll}}: +8
 
{{DamageInfo|count=6|die=4|type=Acid}}
 
{{DamageInfo|die=4|count=3|type=Acid}}
 
* Damage halved on a miss with no extra damage at end of target's turn.
{{NavCreatures}}

Revision as of 08:02, 8 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

Concentration Icons.png Spoiler warning! This section reveals details about the story of Baldur's Gate 3.

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
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