Lithoflux Sentinel
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 Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages understands the languages of its creator but can't speak
CR 8 (XP 3,900; PB +3)

Lithoflux Sentinel
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 Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 14
Languages understands the languages of its creator but can't speak
CR 5 (XP 1,800; PB +3)

Lithoflux Sentinel
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 Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages understands the languages of its creator but can't speak
CR 11 (XP 7,200; PB +4)

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)
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
