a Second Miss Space world illustration - Alternate History, Military, Sci-fi theme
Alternate History, Military, Sci-fi

Immerse yourself in mankind's struggle against the BETA, piloting large mechs to even the odds.

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46 days ago
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Cartel Watcher Sentinel
CR 5Medium Humanoid
Cartel Watcher Sentinel
HP Range80 - 90 (Avg: 85)
AC17
XP1800

Description

The Cartel Watcher Sentinel is a highly trained enforcer, blending advanced technology with brutal combat skills. They serve as vigilant guardians for their cartel, using their weapons and tactical prowess to intimidate and eliminate threats.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesUnderstands Common and Deep Speech but cannot speak.
Defenses
Armor Class17
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage Resistances,
Damage Immunities,
Condition Immunities, , ,
Actions

Caustic Death

When the Fort Class is killed, it creates a 150 meter radial evironmental hazard from the caustic fluid from its stinger. Any unit in this area (that isn't in flight) will take continuous 2d8 acid damage until out of the area.

Corrosive Stinger

The Fort-Class makes a long range melee attack with its stinger, out to 60 feet. On a hit, it deals 3d10 piercing damage plus 2d8 acid damage.

Scimitar Slash

The sentinel makes a melee attack with their scimitar, dealing 1d8+4 slashing damage.

Shield Bash

The sentinel uses their shield to bash an enemy, dealing 1d6+4 bludgeoning damage and potentially knocking them prone (DC 15 Strength saving throw).

Stomp

This attack can be used twice per turn against different targets. Attacking an adjacent enemy, the Fort Class stomps one of its sharp, stilt-like legs at a target. If the attack connects, it deals a vicious 5d12 piercing damage and also the target is knocked prone. If used on an already prone target, it is treated as a coup de grace, regardless of remaining health.

Trample

The Fort Class moves up to its walking speed in a straight line and can move through creatures smaller than it. Those creatures must succeed on a Dexterity saving throw (DC 15) or take 4d10 bludgeoning damage and be knocked prone.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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