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Charismatic Sentinel: Difference between revisions

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(Added portrait)
(Add extra to saving throws from aura of protection)
 
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| wis = 10
| wis = 10
| cha = 20
| cha = 20
| str save extra = +5
| dex save extra = +5
| con save extra = +5
| int save extra = +5
| wis save extra = +5
| cha save extra = +5
| str save prof = Proficient
| str save prof = Proficient
| resistances = Necrotic resistant full, Radiant vulnerability
| resistances = Necrotic resistant full, Radiant vulnerability


| conditions = Aura of Protection
| conditions = Aura of Protection (Aura)
| passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Charisma, Shar's Sight, Sunlight Weakness
| passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Charisma, Shar's Sight, Sunlight Weakness
| t passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Charisma, Shar's Sight, Sunlight Weakness, Divine Health, Relentless Avenger
| t passives = Darkvision, Living Shadow, Opportunity Attack, Paragon of Charisma, Shar's Sight, Sunlight Weakness, Divine Health, Relentless Avenger
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[[Category:Characters in Act Two]]
[[Category:Characters in Act Two]]
[[Category:Followers of Shar]]
[[Category:Followers of Shar]]
[[Category:Paladins]]

Latest revision as of 04:36, 22 September 2024

The Charismatic 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 paladin, and fitting of its role it has very high Charisma.

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 Intelligent 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 ()   –  Greatsword
Normal weapon damage
Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Divine Smite.webp
Divine Smite Divine Smite ()
Normal weapon damage
+
D8 Radiant.png 2d8 (2~16) Damage TypesRadiant
Your weapon deals an additional 2d8Damage TypesRadiantDRS damage, increased by 1d8Damage TypesRadiant damage when attacking Fiends or Undead.
 Range: Normal weapon range
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
Bane Spell.webp
Bane Bane ()
Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
CHA Save
 Range: 9 m / 30 ft
Hunter's Mark.webp
Hunter's Mark Hunter's Mark ()

Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack.

If the target dies before the spell ends, you can use Reapply Hunter's Mark Reapply Hunter's Mark to mark a new creature.

 Range: 18 m / 60 ft
Inquisitor's Might.webp
Inquisitor's Might Inquisitor's Might ()
You or an ally's weapon attacks deal an additional +Charisma Charisma Damage TypesRadiant damage and can Daze Daze enemies for 1 turn.
 Range: 9 m / 30 ft