Zulerin Sentinel | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Zulerin Sentinel

Huge construct (robot), unaligned
Armor Class 18 (natural armour)
Hit Points 247 ( 15d12+90 )
Speed 30ft Burrow: 20ft

STR
28 +9
DEX
10 0
CON
22 +6
INT
14 +2
WIS
10 0
CHA
14 +2

Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +9
Damage Vulnerabilities lightning
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't skymetal (adamantine)
Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 19
Languages Gothic and dozens of others, sometimes including Common
Challenge 15


Tunneler. The zulerin sentinel can burrow through solid rock and skymetal at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.


Actions

Multiattack. The zulerin sentinel makes two attacks with its tentacles.
Tentacle. Melee Weapon Attack: +9 to hit ( 1d20+9 ), reach 15 ft., one target. Hit: 22 ( 3d8+9 ) piercing damage.
Mutation Beams (Recharge 4–6). The sentinel attacks up to three separate creatures within 120 feet (that it is not directly facing). Each creature targeted must make a DC 16 Dexterity saving throw, taking 55 ( 10d10 ) poison damage (as radiation) on a failed save, or half as much damage on a successful one. Living creatures must also succeed on a DC 15 Constitution saving throw or gain a harmful mutation that fully develops over the course of 1d6 rounds. A target can gain only one harmful mutation per encounter with a zulerin sentinel. The mutation troubles the target for one day and then fades.


 


Appalling and alien, the burrowing biomechanical thing known as a zulerin sentinel pokes its head above ground in certain ruins of the prior worlds, or in locations that are essentially one giant machine (such as the Grave of the Machines). It is at least 20 feet long, with lumpy metallic skin, several clusters of tentacle-like arms, and two massive eyes that give off a brilliant light.   Gazing Meditation: Once it emerges from the ground or the larger machine it infests, the sentinel stares in one direction, locking its gaze on a particular machine, ruin feature, or precious component for hours, days, or even weeks at a time, as if in contemplation. It breaks eye contact only if it attacks another creature, or when its strange meditation ends and it departs.   Directional Threat or Reasonable Entity: If approached from almost any direction, a zulerin sentinel is a dangerous threat. However, if approached from the front (the direction of its gaze), it remains peaceful and open to interaction unless attacked. These creatures speak a variety of languages with a mechanical voice and, if approached straight on, will engage with characters. A zulerin sentinel may provide an interesting piece of information, but only if the PCs bring it salvage from the machine, ruin, or feature on which it has locked eyes. For reasons it won’t elaborate, it can’t move any closer.

Technological


RollDescription
01–10Deformed leg: Your speed on foot is reduced by 5 feet. You must succeed on a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
11–20Deformed face/appearance: You are deformed or disfigured to the extent that it can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks.
21–30Deformed arm/hand: You have disadvantage with any roll requiring you to use that arm or hand (including wielding two-handed weapons).
31–40Malformed brain: You have disadvantage on all Intelligence checks.
41–45Mentally vulnerable: You have disadvantage on Intelligence saving throws.
46–50Slow and lumbering: You have disadvantage on all Dexterity checks.
51–60Sickly: You have disadvantage on all Constitution saving throws.
61–63Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks.
64–66Useless limb: One of your limbs is unusable or missing. If it’s your arm, you can no longer hold anything with two hands, and you can hold only a single object at a time. If it’s your leg, your speed on foot is halved, you must use a cane or crutch to move unless you have a peg leg or other prosthesis, you fall prone after using the Dash action, and you have disadvantage on Dexterity checks made to balance.
67–71Useless eye: One of your eyes is unusable or missing. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
72–76Useless ear: One of your ears is unusable or missing. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
77–84Weakness in Strength: You have disadvantage on all Strength checks and attack rolls that use your Strength modifier.
85–92Weakness in Dexterity: You have disadvantage on all Dexterity checks and attack rolls that use your Dexterity modifier.
93–00Weakness in mind: This affects your Intelligence, Wisdom, or Charisma (equal chances). You have disadvantage on all checks and attack rolls using that ability score.

Created by

solomani.

Statblock Type

Monster / Creature

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