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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.
Intelligent Sentinel | |||||||||||||
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Medium Undead | |||||||||||||
Level 7 Wizard Dark Justiciar | |||||||||||||
Stats | |||||||||||||
Armour Class | 14 | ||||||||||||
Hit points | 109 | ||||||||||||
Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 30 kg ( lb) | ||||||||||||
Initiative | +2 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +3 | ||||||||||||
Saving throws |
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Resistances | |||||||||||||
Resistant | Necrotic | ||||||||||||
Vulnerable | Radiant | ||||||||||||
Features | |||||||||||||
| Can see in the dark up to 12m. | ||||||||||||
| While Obscured, this character has Resistance to all damage except Force, Psychic or Radiant. | ||||||||||||
| Automatically attack an enemy moving out of your reach. | ||||||||||||
| Advantage on all Intelligence saving throws and Spell Attack rolls. | ||||||||||||
| Cannot be Blinded. | ||||||||||||
| While in sunlight, disadvantage on attack rolls and saving throws. |
Involvement
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 - Quarterstaff
Attack roll: +5
1d8 + 2 (3~10) Bludgeoning
Bone Chill
Casts Bone Chill.
Attack roll: +8 2d8 (2~16) Necrotic
Melf's Acid Arrow
Casts Melf's Acid Arrow up to third level Spell Slot Level.
Attack roll: +8
6d4 (6~24) Acid
3d4 (3~12) Acid
- Damage halved on a miss with no extra damage at end of target's turn.