Large
Construct
CR 12
Lawful Neutral
Vakhrum Sentinel
Barrow Warder
A hulking, rune-etched warforged of forgotten design, the Vakhrum Sentinel moves with the inexorable patience of stone and the sudden violence of a collapsing vault. It prowls the burial halls it was bound to, shrugging off mundane weapons, its chest cavity a hollow chamber that exhales a cold, whispering wind. When it awakens, bones rattle in distant side chambers and the sentinel's heavy, gear-driven steps echo like the tolling of some subterranean bell—an ancient guardian that no longer remembers its masters, only the duty of keeping the dead undisturbed.
Armour
18
natural armor (reinforced plate and rune inlays)
Hit points
210
20d10+100
Speed
30ft
Challenge
12
8,400 XP
STR
22
+6
DEX
10
+0
CON
20
+5
INT
12
+1
WIS
14
+2
CHA
10
+0
Saving throws
CON +9, WIS +6
Skills
Perception +8, Insight +6
Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
poison, psychic
Condition immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., tremorsense 30 ft., passive Perception 18
Languages
understands Common and Old Ghaln but can't speak
Multiattack. The Vakhrum Sentinel makes two Slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) bludgeoning damage.
Grave Pulse (Recharge 5-6). The sentinel exhales a gust of cold, memory-laden wind in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. Creatures that fail the save are also frightened until the end of their next turn as half-formed memories claw at their minds.
Wardbind (1/Day). The Vakhrum Sentinel chooses up to three nonhostile objects or one immobilized creature within 30 feet and binds them with rune-iron tendrils. Objects cannot be moved by nonmagical means for 24 hours; a creature bound is restrained (escape DC 18) for 1 minute or until it succeeds on a Strength check against that DC.
Shielding Oath. When a creature the sentinel can see within 30 feet is hit by an attack, the sentinel can interpose its body to grant that target +4 AC against the triggering attack (included in AC for calculation), then immediately make one Slam attack against the attacker if it is within reach.
The Vakhrum Sentinels were forged in the iron workshops of the city-state of Ghaln, centuries before the dynasty crumbled beneath a plague of necromantic fever. Designed to escort and guard the elite dead through transitional rites, the earliest Vakhrum were bound to the barrows themselves with soul-anchors carved from riverstone and rune-iron. When Ghaln fell, its living wards died and the Sentinels remained—bound by their orders to tend tombs even as the names on their directives faded into myth. Over generations the sentinels learned to adopt a new, grim ecology. They feed not on flesh but on the latent oaths and memorial sigils that seep from funerary altars; in barrows rich with remembrance their constructs linger and grow more terrible, animated by grief. Scholars of funerary magic—most famously the antiquarian Mertin Vossell and the cultist circle called the Cincture of the Last Word—have sought them out. Vossell's notes, kept at the Vault of Sundering, warn that a sentinel's duty can corrupt: if the memorial energy it consumes becomes tainted by ritual blood, the guardian converts those memories into a ravenous program that zealously defends the dead and devours the living who would desecrate the tomb.
The Vakhrum Sentinel stands roughly 9 to 10 feet tall, a silhouette of hammered plates and jointed ironwork overlaid with filigree of bone-ink runes. Its head is a shallow helmet with a single vertical slit of cold, pale light where eyes once registered; the chest is a hollow shell with a latticework grille that sometimes emits a faint blue mist and the whisper of old prayers. Seams along its limbs show clockwork actuators—circular portholes, gear teeth, and thick braided cabling wrapped in funerary cloth. Its surface is pitted with the green-black patina of long burial and polished in places by the touch of mourners. Small funerary tokens—amulets, ribbon strips, bone chips—are often wired into its cuirass, fused by rust and deliberate lacing.
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