Cairnwake Sentinel
Armor Class: 18
Hit Points: 168
Speed: 30 ft., burrow 20 ft.
Saving Throws: constitution, wisdom
Skills: Athletics +9, Perception +6
Damage Resistances: Bludgeoning (nonmagical), Piercing (nonmagical), Slashing (nonmagical)
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Petrified, Poisoned, Exhaustion
Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages: Dwarvish, Terran
Challenge: 9 (5,000 XP)
STR 21 (+5)
DEX 9 (-1)
CON 20 (+5)
INT 3 (-4)
WIS 14 (+2)
CHA 5 (-3)
Traits
- Cairn-Bound. The sentinel is bound to a single burial cairn. While within 1 mile of that cairn it has advantage on saving throws against being moved, and it regains 10 hit points at the start of each of its turns. Scatter the cairn and this trait ends until the stones are stacked again.
- False Landmark. While the sentinel remains motionless it is indistinguishable from an ordinary waymarker. A creature must succeed on a DC 18 Intelligence (Investigation) check to identify it as a creature, and the sentinel automatically wins initiative against any creature that failed that check.
- Weight of Ages. The sentinel cannot be knocked prone, and any creature that ends its turn grappled by the sentinel takes 7 (2d6) bludgeoning damage as the stone settles.
Actions
- Multiattack. The sentinel makes two Standing Stone attacks. If both hit the same target, the target must succeed on a DC 17 Strength saving throw or be knocked prone as the stones settle over it.
- Standing Stone. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 3d10 + 5 bludgeoning damage. On a hit, the target is marked with a smear of grave-lime. Until the mark is scrubbed away, the sentinel knows the direction to the marked creature while both are on the same layer of stone.
- Grave-Weight Toll (Recharge 5-6). Hit: 4d8 thunder damage. The target must succeed on a DC 17 Constitution saving throw or be prone until the end of its next turn. It takes half as much damage on a successful one. The sentinel drops its full weight, and every cairn within 30 feet answers. Each creature in that area makes the save, taking thunder damage and falling prone on a failure.
Bonus Actions
- Settle. The sentinel sinks into the ground up to its shoulders. Until the start of its next turn it has three-quarters cover and its speed is 0, and it can end this effect at any time by standing, which does not cost it movement.
Reactions
- Toppling Answer. When a creature the sentinel can see moves out of its reach, the sentinel topples a standing stone into that space. The creature makes a DC 17 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failure, or half as much on a success.