Disgraced Sentinel
Medium celestial, chaotic evil
Armor Class
16 (natural armor)
Hit Points
111 (13d8 + 52)
Speed
30 ft., fly 90 ft.
STR
16 (+3)
DEX
19 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
18 (+4)
CHA
16 (+3)
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhausted, frightened
Senses
darkvision 120ft., passive Perception 17
Saving Throws
Dex +7, Wis +7, Cha +6
Skills
Insight +6, Perception +7
Languages
all, telepathy 120 ft.
Challenge
8 (3,900 XP)
Corrupted Angelic Weapons. The sentinel’s weapons are magical. When the sentinel hits with any weapon, the weapon deals an extra 3d8 necrotic damage (included in the attack).
Magic Resistance. The sentinel has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The sentinel makes two longbow attacks.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage.
Retreating Shot (Recharge 4-6). The sentinel leaps back 50 feet without provoking attacks of opportunity, then makes two shots against a single target with its longbow. The first of these attacks is made with advantage.
Decaying Touch (3/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (6d8 + 3) necrotic damage.
Crash of Arrows (1/Day). The sentinel creates a 30 foot diameter runic circle centered on a location it can see within 120 feet. Whenever a creature enters this area for the first time on a turn or ends its turn in this area, conjured arrows rain down upon them. That creature must make a DC 15 Dexterity saving throw, taking 32 (7d8) piercing damage on a failed save or half as much damage on a successful one.