A prestigious academy becomes ground zero for a planar invasion triggered by a prismatic meteor.
Played | 4 times |
Cloned | 0 times |
Created | 68 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Description
The Sapphire Sentinel (originally Marcellus Aurellian) is a spectral paladin frozen in cold judgment, attuned to the blue ray of the Prismatic Meteor. Once compassionate, he is now an unyielding enforcer of a frigid order. He embodies cold, spectral justice, chilling enemies with icy attacks and a detached, unfeeling presence.
Size | Medium |
Type | Undead |
CR | 8 |
XP | 3900 |
Languages | Common |
Armor Class | 17 |
HP Range | 110 - 110 (Avg: 110) |
Damage Vulnerabilities | Radiant |
Damage Resistances | Cold, Necrotic, Bludgeoning, Piercing, Slashing |
Damage Immunities | Poison |
Condition Immunities | Charmed, Frightened, Poisoned |
Ethereal Lance
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 4d6 piercing damage plus 1d6 cold damage.
Freezing Touch (Recharge 5-6)
Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (5d6) cold damage. Target must succeed on a DC 14 CON saving throw or its speed is reduced by 10 feet for 1 minute. Target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frigid Riposte (Reaction)
When a creature within 5 feet of the Sapphire Sentinel hits it with an attack, the Sapphire Sentinel can use its reaction to make an ethereal lance attack against that creature.
Hooves
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d4 + 5 bludgeoning damage plus 2d6 cold damage.
Icy Blast (Legendary Action, Costs 2 Actions)
The Sapphire Sentinel exhales a 15-foot cone of freezing air. Each creature in the cone must make a DC 16 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.
Multiattack
The Sapphire Sentinel makes two attacks: one with its ethereal lance and one with its spectral destrier's hooves.
Spectral Charge (Bonus Action)
The Sapphire Sentinel and its spectral steed move up to their speed in a straight line. The first creature the steed moves through must succeed on a DC 14 Strength saving throw or be knocked prone.