Unknown Shores
Mourning Sentinel CR: 12
Huge construct, lawful neutral
Armor Class: 19
Hit Points: 210 (20d12 + 80) 20d12+80
Speed:
30 ft
Saving Throws: Con +9, Wis +8
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: poison, psychic
Condition Immunities: charmed, frightened, paralyzed, exhaustion
Senses: darkvision 120 ft., passive Perception 13
Languages: understands the languages of its creators, communicates telepathically
Challenge Rating: 12
( 8,400 XP)
Sanctified Weight. Creatures within 10 feet of the Sentinel treat the area as difficult terrain. A creature that takes the Dash action or otherwise moves recklessly within this area takes 10 (3d6) radiant damage.
Etiquette Binding. A creature is considered irreverent if it speaks loudly, disturbs or damages a tomb, removes objects from a sarcophagus, or uses mocking or dismissive language toward the dead. An irreverent creature has disadvantage on saving throws against the Sentinel’s abilities until the end of its next turn. The DM may rule additional actions as irreverent if they violate the sanctity of the space.
Ledger of Passing. At the start of the encounter, the Sentinel senses acts of violence committed by the party within the last 24 hours or since their last long rest. Acts of mercy prolong its initial stillness. Neutral conduct produces no effect. Acts of cruelty or unnecessary slaughter cause the Sentinel to begin in a heightened state of judgment or grant it advantage on its first attack roll.
Judged Priority. The Mourning Sentinel instinctively targets the creature it perceives as most irreverent. The DM may determine this based on player actions or track it informally. If multiple creatures are equally irreverent, the Sentinel chooses the one closest to it.
Actions
Multiattack. The Sentinel makes two Buttress Slam attacks.
Buttress Slam. Melee Weapon Attack +10 to hit, reach 10 ft., one target.
Hit 19 (3d8 + 6) bludgeoning damage. If the target is pushed into a solid surface, it takes an additional 10 (3d6) bludgeoning damage.
Funerary Grasp. Melee Weapon Attack +10 to hit, reach 10 ft., one target.
Hit The target is grappled (escape DC 17), restrained, and takes 10 (3d6) psychic damage at the start of each of its turns.
Dirge Resonance (Recharge 5–6). The Sentinel emits a low resonant hum in a 30 foot radius. Each creature must make a DC 17 Constitution saving throw.
On a failure, a creature takes 27 (6d8) radiant damage and its speed becomes 0 as it is compelled to kneel in involuntary reverence.
On a success, the creature takes half as much damage.
Bonus Actions
Grave Alignment.
The Sentinel reshapes the chamber’s geometry. Until the start of its next turn, it creates one of the following effects.
A 5 to 10 foot passage between sarcophagi is sealed
Stone slabs rise to grant the Sentinel half cover
A clear path becomes difficult terrain
Reactions
Grave Rebuke. When a creature behaves irreverently, the Sentinel makes one Buttress Slam attack against that creature. The target must succeed on a DC 16 Wisdom saving throw or be unable to speak until the end of its next turn.
Phase Two: The Inner Tomb
When the Sentinel is reduced to half its hit points, its outer marble shell fractures and collapses away.
Beneath it is revealed a darker form of black basalt, its surface carved with thousands of names. The chamber fills with layered whispers.
“
You will be remembererd.”
For a moment, the echoes of the chamber fail to repeat one character’s voice.
Litany of the Interred (Recharge 4–6)
The Sentinel targets one creature it can perceive.
The target must use its turn to speak its name, purpose, or a meaningful truth aloud.
If it does so, it gains advantage on its next attack roll or saving throw.
If it does not, it has disadvantage on all attack rolls and saving throws until the end of its turn and takes 10 (3d6) psychic damage.
If the target fails to respond for two consecutive rounds, the Sentinel no longer acknowledges them as an individual. Attack rolls against that creature have advantage until it successfully speaks its identity.
Sepulcher Collapse (1 per encounter)
The Sentinel strikes the ground, fracturing the chamber.
Each creature within 20 feet must make a DC 17 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and falling prone on a failure, or half as much damage on a success.
The affected area becomes difficult terrain.
Weakness: Rite of Acknowledgment
A creature may use its action to perform a meaningful act of reverence.
The effect escalates with each use.
First use. A simple respectful gesture or minor offering causes the Sentinel to lose its reaction until the end of its next turn.
Second use. A sincere apology, personal truth, or meaningful act causes the Sentinel to lose its next action.
Third use. A significant personal sacrifice causes the Sentinel to immediately cease all hostile actions and return to its dormant form, ending the encounter.
Further attempts have no effect.
Any item offered is absorbed into the Sentinel’s chest cavity and cannot be recovered.
Usual Tactics
Do not rush this encounter. Allow silence between descriptions. Let players speak over each other, hesitate, or correct themselves. The Mourning Sentinel is most effective when the players feel they are being observed, not attacked.
A towering marble figure carved like a sealed tomb slowly turns its head toward you, gold veining shifting across its body as if something beneath the stone has just begun to notice you.
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