Enchanted Sentry (5e Trap)

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Enchanted Sentry[edit]

Magical Trap

An enchanted sentry takes the form of a stone statue or caricature modelled after the spell that it knows. A firebolt sentry may be a fearsome efreet or firebreathing dragon, for example; a poison spray sentry may be a revolting otyugh or bulezau demon; some sentries may even be simple generic hooded figures, deliberately disguising their nature until they attack. No particular checks are required to detect its presence. If this trap is directly summoned by a caster, it always knows a spell that the caster knows.

A few enchanted sentries are loaded not with an offensive spell but rather inflict debilitating debuffs on targets, to enable its more nimble compatriots to finish the job more easily. Enchanted sentries do not, however, heal or buff their own allies, and never target themselves with any spell.

The enchanted sentry is a construct with statistics listed below. It acts on an initiative score of 10 (losing ties), and on each of its turns uses its action to cast the spell it knows against the nearest hostile creature within range that it can see, swiveling directly toward its target to fire off the spell. It makes no special effort to hit multiple targets with its spells, instead focusing on one creature at a time. It makes no effort to exploit spells with a continuous duration, instead opting to repeatedly cast them every turn.

The creator or owner of this trap can command the autonomous sentry to instead target a particular creature, object, or area within range with its spellcasting, designate certain creatures to not be targeted, or activate or deactivate the trap altogether.


Medium construct, unaligned


Armor Class 14 (natural armor)
Hit Points 24
Speed 0


STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 15 (+2) 4 (-3) 1 (-5)

Damage Resistances acid, force
Damage Immunities psychic, poison
Condition Immunities blinded, charmed, deafened, exhuastion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses passive Perception 16, blindsight 90 feet
Languages
Challenge 1 (200 XP)


Antimagic Susceptibility. The enchanted sentry is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sentry must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Sturdy. The autonomous sentry counts as a structure for the purposes of damage sources that deal double damage to structures.

Structural Nature. The enchanted sentry is vulnerable to attacks that specifically deal double damage to structures.

Spellcasting. The enchanted sentry is a 3rd level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +5 to hit with spell attacks). It has one of the following spells prepared:

Cantrips (at will):acid splash, chill touch, eldritch blast, fire bolt, poision spray, produce flame, ray of frost, sacred flame, vicious mockery
1st level (at will):bane, burning hands, chromatic orb, entangle, faerie fire, guiding bolt, hellish rebuke, Tasha's hideous laughter, magic missile, sleep, thunderwave
2nd level (at will):Melf's acid arrow, blindness/deafness, darkness, enthrall, flame blade, flaming sphere, gust of wind, heat metal, hold person, levitate, moonbeam, ray of enfeeblement, scorching ray, shatter, spike growth, spiritual weapon, web




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