Me.Mimic

Lithoflux Sentinel

A hovering humanoid-looking construct reshaping itself with violet energy flickering around it.

Medium Construct, Unaligned

Armor Class 14

Hit Points 91 (14d8 + 28)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STR DEX CON INT WIS CHA
17 (+3)
15 (+2)
14 (+2)
8 (-1)
14 (+2)
5 (-3)

Skills Perception +5

Damage Immunities poison, psychic

Condition Immunity charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 15

Languages understands the languages of its creator but can’t speak

Challenge 8 (XP 3,900; PB +3)

A hovering humanoid-looking construct reshaping itself with violet energy flickering around it.

Adaptation. When the sentinel is hit by an attack roll, the next attack roll against the sentinel before the start of its next turn has disadvantage.

Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.

Malleable Form. The sentinel can move through a space fit for a Small creature without squeezing.

Petrifying End. The sentinel grapples and solidifies when it dies. Strength Saving Throw: DC 14, one creature within 5 feet that the sentinel can see. Failure: The target is restrained until the stone is destroyed (AC 15; HP 20; vulnerability to bludgeoning damage; immunity to poison and psychic damage).

Unusual Nature. The sentinel doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. The sentinel makes two Slam or Gravitational Bolt attacks. It can replace one attack with one use of Whirl.

Slam. Melee Weapon Attack: +6, reach 5 ft. Hit: 12 (2d8 + 3) bludgeoning damage plus 10 (3d6) force damage.

Gravitation Bolt. Ranged Spell Attack: +5, range 60 ft. Hit: 22 (4d10) force damage and the target is moved 5 feet in one direction of the sentinel’s choice.

Whirl. Dexterity Saving Throw: DC 14, each creature in a 5-foot emanation originating from the sentinel. Failure: 14 (4d6) bludgeoning damage and the target’s speed is halved until the end of its next turn. Success: Half damage.

REACTIONS

Sentinel Attack. Trigger: A hostile creature enters its reach. Response: The sentinel makes one Slam attack against it.

Medium Construct, Unaligned

Armor Class 14

Hit Points 65 (10d8 + 20)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STR DEX CON INT WIS CHA
15 (+2)
14 (+2)
14 (+2)
8 (-1)
13 (+1)
5 (-3)

Skills Perception +4

Damage Immunities poison, psychic

Condition Immunity charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 14

Languages understands the languages of its creator but can’t speak

Challenge 5 (XP 1,800; PB +3)

A hovering humanoid-looking construct reshaping itself with violet energy flickering around it.

Adaptation. When the sentinel is hit by an attack roll, the next attack roll against the sentinel before the start of its next turn has disadvantage.

Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.

Malleable Form. The sentinel can move through a space fit for a Small creature without squeezing.

Petrifying End. The sentinel grapples and solidifies when it dies. Strength Saving Throw: DC 13, one creature within 5 feet that the sentinel can see. Failure: The target is restrained until the stone is destroyed (AC 15; HP 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage).

Unusual Nature. The sentinel doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. The sentinel makes two Slam or Gravitational Bolt attacks. It can replace one attack with one use of Whirl.

Slam. Melee Weapon Attack: +5, reach 5 ft. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) force damage.

Gravitation Bolt. Ranged Spell Attack: +5, range 60 ft. Hit: 14 (4d6) force damage and the target is moved 5 feet in one direction of the sentinel’s choice.

Whirl. Dexterity Saving Throw: DC 13, each creature in a 5-foot emanation originating from the sentinel. Failure: 10 (3d6) bludgeoning damage and the target’s speed is halved until the end of its next turn. Success: Half damage.

REACTIONS

Sentinel Attack. Trigger: A hostile creature enters its reach. Response: The sentinel makes one Slam attack against it.

Medium Construct, Unaligned

Armor Class 15

Hit Points 150 (20d8 + 60)

Speed 10 ft., fly 30 ft. (hover)

Initiative +2 (12)

STR DEX CON INT WIS CHA
18 (+4)
16 (+3)
16 (+3)
8 (-1)
16 (+3)
5 (-3)

Skills Perception +7

Damage Immunities poison, psychic

Condition Immunity charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 120 ft., passive Perception 17

Languages understands the languages of its creator but can’t speak

Challenge 11 (XP 7,200; PB +4)

A hovering humanoid-looking construct reshaping itself with violet energy flickering around it.

Adaptation. When the sentinel is hit by an attack roll, the next attack roll against the sentinel before the start of its next turn has disadvantage.

Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.

Malleable Form. The sentinel can move through a space fit for a Small creature without squeezing.

Petrifying End. The sentinel grapples and solidifies when it dies. Strength Saving Throw: DC 16, one creature within 5 feet that the sentinel can see. Failure: The target is restrained until the stone is destroyed (AC 15; HP 30; vulnerability to bludgeoning damage; immunity to poison and psychic damage).

Unusual Nature. The sentinel doesn’t require air, food, drink, or sleep.

ACTIONS

Multiattack. The sentinel makes two Slam or Gravitational Bolt attacks. It can replace one attack with one use of Whirl.

Slam. Melee Weapon Attack: +8, reach 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage plus 18 (4d8) force damage.

Gravitation Bolt. Ranged Spell Attack: +5, range 60 ft. Hit: 27 (5d10) force damage and the target is moved 5 feet in one direction of the sentinel’s choice.

Whirl. Dexterity Saving Throw: DC 16, each creature in a 5-foot emanation originating from the sentinel. Failure: 22 (5d8) bludgeoning damage and the target’s speed is halved until the end of its next turn. Success: Half damage.

REACTIONS

Sentinel Attack. Trigger: A hostile creature enters its reach. Response: The sentinel makes one Slam attack against it.

QUICK REFERENCE

📍 HABITAT

  • Forgotten dungeons or ruins of magically advanced civilizations
  • Wizard towers and magical academies
  • Ancient vaults or other noteworthy locations to protect for all eternity

🎭 BEHAVIOR

  • Silent and relentless guardian, following programmed instructions, never retreats
  • Adapts its body to attackers and environment, making repeated strikes less effective
  • Often remains motionless until intruders approach, only acting when commanded or certain situations trigger it

🧠 INFORMATION (Intelligence Check)

  • DC 10 History: Recognized as a magical construct powered by unstable geomancy
  • DC 15 Arcana: Known for its malleable body that adapts to attacks and other situations
  • DC 20 Arcana: Known for their rigid end, trapping foes in their stiffening body

⚔ COMBAT

  • Prefers to stay outside melee range, hovering outside of harm or pushing creatures away from it, to continuously retrigger its Sentinel Attack reaction when they come back into melee range
  • Changes into melee range when it becomes bloodied, to make the best of its Whirl attack and not to miss the opportunity to have a target for its Petrifying End upon death

💎 LOOT IDEAS

  • Intact body parts to potentially rebuild or repair one of them
  • Crystalized residual gravitational energy (usable to empower spells dealing force damage or spells that push or pull)