Telepresence sentries are a recent creation designed to extend the reach and presence of powerful wizards. They are Constructs made of overlapping layers of stone and metal, similar to laminated armor. Their face is made from a ring of limestone inlaid with wrapped copper wire and adorned with arcane symbols. Once enchanted, the ring becomes a quasi-portal allowing the owner of the sentry to communicate, observe, and cast spells through the ring.
A powerful wizard might employ tens of these sentries and disperse them over their domain as a primary defense or in support of other mercenaries, using them as lieutenants to share orders and receive reports. Telepresence sentries stationed outside tend be covered in grass and native plants to help them blend in with the general environment and allow them to better serve as watchers.
Other Spellcasters. While most telepresence sentries are created and employed by powerful wizards, other spellcasters have been known to purchase them. The spells available would adjust based on the spellcaster that owned the sentry, matching with what they can cast with the exception of magic missile, which is a function of the sentry’s own defenses.
Portal. The ring has a protective enchantment on the portal it creates to limit what can pass through the portal, protecting a spellcaster using the telepresence sentry. An antimagic field or similar effect can suppress the portal, restricting the ability for a spellcaster to use the sentry. When defeated, the portal created by a telepresence sentry usually dissipates, becoming a hollow opening. On rare occasions, the portal may remain for a few minutes, providing a passage into a spellcaster’s abode.
Arcane Oculus. As part of a long rest, if you have proficiency with glassblower’s tools, you can use your tools, telepresence sentry remains and 200 gp in additional materials to create an arcane oculus. As an action, you can crush the arcane oculus to cast the arcane eye spell with a duration of 1 minute.
Telepresence Sentry
Large Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 16 (+3) | 16 (+3) | 12 (+1) | 1 (-5) |
Skills Arcana +5, Perception +3
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Unusual Nature. The sentry doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The sentry makes two Slam or Arcane Beam attacks. It can replace one attack with a use of Spellcasting.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Arcane Beam. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 13 (3d6 + 3) force damage.
Spellcasting. The sentry casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability (spell save DC 13)
- At will: magic missile (cast with Spell Absorption only)
- 1/day each: fireball, hold person, web
Reactions
Spell Absorption. When the sentry succeeds on a saving throw against a spell with a single target, it can immediately cast magic missile.
Downloads
Further Reading
The cobalt stalker and kelp cutter are a couple more unique constructs to add to an adventure.
Imagery created with Midjourney.
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