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Intelligent Sentinel: Difference between revisions

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{{CharacterInfo
{{Infobox creature
|name = Intelligent Sentinel
| name = Intelligent Sentinel
|image=
| image = Portrait Intelligent Sentinel.png
|STR=12
| race = [[Dark Justiciar]]
|DEX=14
| class = [[Wizard]], [[Necromancy School]]
|CON=10
| size = Medium
|INT=20
| type = [[Undead]]
|WIS=10
| ac = 14
|CHA=10
| e hp = 76
|level=7
| hp = 109
|race=Dark Justiciar
| t hp = 141
|type=Undead
| movement m = 9
|HP=109
| weight kg = 30
|AC=14
| level = 7
|speed=9m / 30ft
| str = 12
|size=Medium
| dex = 14
|weight=30kg
| con = 10
|proficiency=3
| int = 20
|initiative=2
| wis = 10
|class =Wizard
| cha = 10
|location = [[Shadow-Cursed Lands]]
| dex save prof = Proficient
|allies =Followers of Shar
 
|enemies =Enemies of Shar  
| resistances = Necrotic resistant full, Radiant vulnerability
|radiant=Vulnerable
| passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Intelligence, Shar's Sight, Sunlight Weakness
|necrotic=Resistant
| t passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Intelligence, Shar's Sight, Sunlight Weakness, Potent Cantrip, Grim Harvest
|passive={{PAS|Darkvision (Passive Feature)|Darkvision}}{{PAS|Living Shadow}}{{PAS|Opportunity Attack}}{{PAS|Paragon of Intelligence}}{{PAS|Shar's Sight}}{{PAS|Sunlight Weakness}}
|size=24px
|dex save=Proficient
}}
}}
The '''Intelligent Sentinel''' is a unique type of [[Undead]] guarding the secret shrine to [[Shar]] underneath statue of [[Ketheric Thorm]] in [[Reithwin Town|Reithwin Town's]] square. It's abilities mirror that of a [[Wizard]] and fitting of it's role has very high [[Intelligence]].
The '''Intelligent Sentinel''' is a unique type of [[Undead]] guarding the secret shrine to [[Shar]] underneath statue of [[Ketheric Thorm]] in [[Reithwin Town|Reithwin Town's]] square. Its abilities mirror that of a [[Wizard]], and fitting of its role it has very high [[Intelligence]].
 
{{SpoilerBox|If the party fails to pass any of the three [[Saving Throw]] tests for [[Wisdom]], [[Intelligence]] and  [[Charisma]] or takes the [[Ritual Dagger of Shar]] it will summon the undead [[Dark Justiciar]]. It along with the [[Wise Sentinel]] and [[Charismatic Sentinel]] will put up a difficult fight considering their large amount of [[Hit Points]] and special abilities.}}
 
==Attacks and Abilities==
 
=== Main Hand Attack - [[Quarterstaff]] ===
{{Action}}
 
{{Attack Roll}}: +5
{{DamageInfo|count=1|die=8|type=Bludgeoning|plus=2}}
 
=== [[Bone Chill]] ===
Casts [[Bone Chill]].
 
{{Action}}
 
{{Attack Roll}}: +8{{DamageInfo|count=2|die=8|type=Necrotic}}
 
=== [[Melf's Acid Arrow]] ===
Casts [[Melf's Acid Arrow]] up to third level {{SmallIcon|Spell Slot Icon.png}} [[Spells#Spell_Slot_Levels|Spell Slot Level]].
 
{{Action}}


{{Attack Roll}}: +8
== Involvement ==
If the party fails to pass any of the three [[Saving Throw]] tests for [[Wisdom]], [[Intelligence]] and  [[Charisma]] or takes the [[Ritual Dagger of Shar]] it will summon the undead [[Dark Justiciar]]. It along with the [[Wise Sentinel]] and [[Charismatic Sentinel]] will put up a difficult fight considering their large amount of [[Hit Points]] and special abilities.


{{DamageInfo|count=6|die=4|type=Acid}}
== Combat ==
===Attacks and abilities===
{{Feature box|Main Hand Attack|item=Quarterstaff}}
{{Feature box|Bone Chill}}
{{Feature box|Melf's Acid Arrow}}
{{Feature box|Phantasmal Force}}
{{Feature box|Shadow Step}}


{{DamageInfo|die=4|count=3|type=Acid}}
== Gallery ==
<gallery heights="250px">
Intelligent Sentinel.png|Model
</gallery>


* Damage halved on a miss with no extra damage at end of target's turn.
{{Reithwin Town}}
{{NavCreatures}}
[[Category:Dark Justiciars]]
[[Category:Undead]]
[[Category:Characters]]
[[Category:Characters in Reithwin Town]]
[[Category:Characters in Act Two]]
[[Category:Followers of Shar]]
[[Category:Wizards]]

Latest revision as of 23:52, 5 September 2024

The Intelligent Sentinel is a unique type of Undead guarding the secret shrine to Shar underneath statue of Ketheric Thorm in Reithwin Town's square. Its abilities mirror that of a Wizard, and fitting of its role it has very high Intelligence.

Involvement[edit | edit source]

If the party fails to pass any of the three Saving Throw tests for Wisdom, Intelligence and Charisma or takes the Ritual Dagger of Shar it will summon the undead Dark Justiciar. It along with the Wise Sentinel and Charismatic Sentinel will put up a difficult fight considering their large amount of Hit Points and special abilities.

Combat[edit | edit source]

Attacks and abilities[edit | edit source]

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Quarterstaff
Normal weapon damage
Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Bone Chill.webp
Bone Chill Bone Chill ()
D8 Necrotic.png 1d8 (1~8) Damage TypesNecrotic
Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
 Range: 18 m / 60 ft
Melf's Acid Arrow.webp
Melf's Acid Arrow Melf's Acid Arrow ()
D4 Acid.png 4d4 (4~16) Damage TypesAcid
Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.
 Range: 18 m / 60 ft
Phantasmal Force.webp
Phantasmal Force Phantasmal Force ()
Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered.
INT Save
 Range: 18 m / 60 ft
Shadow Step.webp
Shadow Step Shadow Step ()
Teleport from shadow to shadow. Afterwards, you have Advantage Icon.png Advantage on your next melee Attack roll.
 Range: 18 m / 60 ft

Gallery[edit | edit source]