Wild West
Lifelike AI cater to human fantasies—until self-awareness sparks conflict and ethical reckoning.
Author's Note: Set in a high-tech theme park where guests live out immersive fantasies with lifelike robotic hosts, Westworld begins as a playground of indulgence but spirals into chaos when the AI, once obedient, awaken to self-awareness. As the hosts question their reality, the narrative dives deep into themes of consciousness, free will, morality, and the fallout of unchecked innovation. Power shifts, identities fracture, and the boundary between human and machine dissolves in a gripping, ever-evolving story.
Played | 12 times |
Cloned | 0 times |
Created | 135 days ago |
Last Updated | 1 days ago |
Visibility | Public |

HP Range85 - 95 (Avg: 90)
AC17
XP3900
Description
The Sentinel Beasts are imposing animated statues carved into the shapes of ancient animals. They awaken to protect the secrets of the elusive Maze, striking fear into any intruders that dare to approach its core. Their fierce guardianship manifests in a relentless pursuit of those who threaten their domain, with strength and agility that defy their stone-like appearance.
Details
Size | Large |
Type | Construct |
CR | 7 |
XP | 3900 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 17 |
HP Range | 85 - 95 (Avg: 90) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Awaken
The Sentinel Beast can awaken from its dormant state to animate and attack when it senses intruders within 60 feet.
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d8 + 6 piercing damage.
Multiattack
The Sentinel Beast makes two attacks with its Bite or Slam.
Slam
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3d6 + 6 bludgeoning damage.