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Husk Sentries Lance Sentry

"ANIMATED REMAINS OF A HALLOWNEST


Medium undead, neutral
SENTRY. STILL RETAINS SOME MEMORY OF ITS
FORMER TASK." Armor Class 12 (natural armor)
—HUNTER'S JOURNAL Hit Points 45 (6d8+14)
Speed 30 ft., fly 30 ft.
BEFORE THE DECLINE OF THE KINGDOM OF
HALLOWNEST THESE PROUD SOLDIERS
PATROLLED THE CAPITOL CITY IN SERVICE OF THE STR DEX CON INT WIS CHA
PALE KING. THOUGH ONLY THEIR CARCASSES 15 (+2) 18 (+4) 15 (+2) 9 (-1) 8 (-1) 9 (-1)
REMAIN, A LINGERING SENTIMENT COMPELS
THEM TO GUARD THE STREETS OF THE ABANDONED Senses Darkvision 30 ft., passive Perception 10
CITIES AND VILLAGES. Challenge 3 (700 XP)

Pack Tactics. The sentry has advantage on an attack


Husk Sentry roll against a creature if at least one of the husk
sentry's allies is within 5 ft. of the creature and the
Medium undead, neutral ally isn't incapacitated.
Armor Class 12 (natural armor)
Hit Points 39 (6d8+12) Actions
Speed 30 ft. Multiattack. The sentry makes two melee or ranged
attacks.
STR DEX CON INT WIS CHA Lance Nail. Melee or Ranged Weapon Attack: +6 to
15 (+2) 16 (+3) 15 (+2) 9 (-1) 8 (-1) 9 (-1) hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9
(1d10 + 4) piercing damage.
Senses Darkvision 30 ft., passive Perception 10
Challenge 2 (450 XP)

Pack Tactics. The sentry has advantage on an attack


roll against a creature if at least one of the husk Heavy Sentry
sentry's allies is within 5 ft. of the creature and the Large undead, neutral
ally isn't incapacitated.
Armor Class 12 (natural armor)
Standing Leap. The sentry's long jump is up to 20 Hit Points 39 (6d8+12)
feet and its high jump is up to 15 feet, with or Speed 30 ft.
without a running start.

Actions STR DEX CON INT WIS CHA


Multiattack. The sentry makes two melee attacks. 19 (+4) 12 (+1) 19 (+4) 9 (-1) 8 (-1) 9 (-1)
Sentry's Nail. Melee Weapon Attack: +5 to hit, Senses Darkvision 30 ft., passive Perception 10
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing Challenge 4 (1,100 XP)
damage.
Charge. If the sentry moves at least 20 feet straight
toward a target and then hits it with a heavy nail
attack on the same turn, the target takes an extra 3
(1d6) slashing damage. If the target is a creature, it
must succeed on a DC 14 Strength saving throw or
be knocked prone.
Pack Tactics. The sentry has advantage on an attack
roll against a creature if at least one of the husk
sentry's allies is within 5 ft. of the creature and the
ally isn't incapacitated.

Actions
Multiattack. The sentry makes two heavy nail
attacks.
Heavy Nail. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (2d6 + 6) slashing damage.

All artwork property of Team Cherry - http://teamcherry.com.au/

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