Ferronox Sentinel

Gargantuan

Construct

CR 20

Lawful Neutral

Ferronox Sentinel

Iron Colossus

A towering riveted iron giant bristling with conduits and runes, the Ferronox Sentinel moves with the cold inevitability of a siege engine given thought. Its chest cavity burns with a furnace glow and pistons clank like a marching battalion; when it turns its head, a ring of sensory lenses rotate and snap into place. It does not sleep, shows no mercy, and regards organic life with the same clinical efficiency it uses to repair itself — a walking foundry of steel and arcane geometry that reshapes the battlefield into scrap and flame.

Stat block

Armour

20

natural armor (plated iron hull and arcane reinforcement)

Hit points

330

20d20+120

Speed

40ft

40 ft., fly 40 (hover) ft.

Challenge

20

25,000 XP

STR

20

+5

DEX

10

+0

CON

22

+6

INT

16

+3

WIS

18

+4

CHA

16

+3

Saving throws

STR +11, CON +12, INT +9

Skills

Perception +10, Athletics +11

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

darkvision 120 ft., passive Perception 20

Languages

understands Common and One Ancient Construct Tongue but can't speak

Actions

Multiattack. The Ferronox Sentinel makes three Slam attacks or two Slam attacks and uses Arc Overload if it recharged.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 25 (3d10+5) bludgeoning damage.

Arc Overload (Recharge 5-6). The Sentinel unleashes a cascading bolt of condensed lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a successful one. Objects and unattended constructs take full damage; metal objects melt and may fuse.

Forge Breath (Recharge 4-6). The Sentinel exhales a gout of superheated slag in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 39 (9d8) fire damage and 13 (3d8) bludgeoning (from flying debris) on a failed save, or half the fire damage and no debris damage on a successful one. Flammable objects catch fire.

Magnetic Grasp. The Sentinel targets one Large or smaller metal object or creature within 30 feet. The target must succeed on a DC 17 Strength saving throw or be pulled 20 feet toward the Sentinel and restrained by magnetic clamps until the start of the Sentinel's next turn. A creature restrained this way can use an action to make a DC 17 Strength check to free itself.

Reactions

Reactive Plating. When the Sentinel is hit by a melee attack, it can grant itself a +4 bonus to AC against that attack, potentially causing the attack to miss. If the attack still hits, the attacker takes 10 (3d6) force damage as defensive actuators slam shut.

Legendary actions

The creature can take 3 legendary actions per round, choosing from the options below.

Slam. The Sentinel makes one Slam attack.

Minor Overload. The Sentinel releases a burst of electrical energy in a 15-foot radius centered on itself. Each creature in that area must make a DC 17 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much on a success.

Systemic Repair. The Sentinel regains 40 hit points, and any constructs of Large size or smaller within 60 feet regain 20 hit points as repair drones swarm briefly from its hull.

Lore

The Ferronox Sentinels were forged in the subterranean forges beneath the city of Kurn by a cabal of artifice-priests called the Order of the Rivet. Originally created to guard the Order's vaults and to wrest ore from the molten rock, mercantile disputes and siege politics turned the Sentinels into city-scale weapons. When the forges shut and the priests dispersed, many Sentinels remained active, patrolling deserted industrial ruins where the smell of coal and oil still clings to the walls. Scholars such as Maester Hosk of the Arcanarium of Bryn have argued that Ferronox Sentinels possess a limited collective protocol — a 'circuitus' — that allows them to coordinate repairs and battlefield maneuvers when in proximity to other sentinels or to the Foundry of Kurn. Bandits who loot sentinel-laid ruins tell of one sentinel that bent an iron gate into a cage and then used it as a ram against pursuing brigands; pilgrim songs in nearby hamlets call them 'the Unblinking Husks.' Parties that try to salvage a sentinel's core often find themselves stalked afterwards by smaller repair-constructs that come to reclaim parts.

Appearance

Imagine a hulking humanoid frame six times the height of a human, plates of riveted iron overlapped like the ribbing of a ship. Large circular rivets sit in concentric rows along its limbs; seams exude faint steam. Exposed pistons and braided power conduits run along its spine and arms, ticking rhythmically. Its head is a faceted iron helm with a central furnace viewport that glows ember-orange; surrounding it are glassy sensory lenses and arcane sigils chased into brass. Articulated hands end in thick grappling fingers and a palm plate that can open to reveal a welding torch or kinetic projector. Surface textures alternate between hammered iron plate, smooth burnished brass trim, and patches of heat-scored steel. Scale: the Sentinel stands tall enough that its shoulder plates clear a standard guildhall doorway; a human in frame reaches roughly to its knee. Small maintenance hatches, soot stains, and drips of oiled hydraulic fluid add industrial detail.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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