Remove these ads. Join the Worldbuilders Guild

Sentinel Turret CR: 1/4

Small construct, neutral
Armor Class: 18
Hit Points: 4 + your Intelligence modifier per Artificer level.
Speed: 0 ft

STR

6 -2

DEX

14 +2

CON

14 +2

INT

0 -5

WIS

0 -5

CHA

0 -5

Saving Throws: Can not make Saving Throws
Skills: Can not make Skill Checks.   Passive Perception: 12
Damage Resistances: Cold, Fire, Thunder and Non-magical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Deafened, Frightened, Grappled, Paralyzed, Petrified, Poisoned
Senses: Sight (240 feet)
Languages: --
Challenge Rating: 1/4

Notice: All special abilities of the turret are activated by its creator. "You" and "Your" refer to the creator, not the Light Crossbow Turret.   Activation Sequences: As an action, you activate the turret by placing it on a mostly flat, horizontal surface and tap it to turn it on. The turret is placed in the initiative directly after you. You can deactivate the turret as a bonus action by tapping it again, where it will return to its collapsed state.   Default State: As a bonus action, you can set your turret's default activation state to, Proximity, Stand Down, or Protect. If the turret has a state that can not activate for any reason, the turret uses its default state to dictate its actions.   Give Orders: As a bonus action, you can set the turret's state using a mental link. You can use this ability from up to 300 feet away.   Move: Creatures can pick up or put down the turret as an action. While carrying the turret, their speed is halved as the shape and size of the turret is difficult to heft around. Creatures that are size Large or smaller must use both hands to hold it. The turret fires with disadvantage while held.   Non-Hostile Memory (NHM): The turret can hold a list of of non-hostile creatures within its internal memory. As an action, you may either add one creature to this list by scanning it into memory or remove one creature from memory. The amount of creatures it can store in the list is equal to twice your Intelligence modifier. You are always counted as non-hostile, and do not need to be added to this list. Creatures stored in NHM will never be automatically targeted by the turret.   Reload: The turret has 3 bolts that it keeps in an internal magazine. As an action, you can switch out its magazine. Empty magazines take 30 seconds to reload.   States: The turret can be set to the following states:

  • Proximity: The turret will attack the nearest creature up to 60 feet away.
  • Lock Target: The turret will target a creature that you designate and attack them. It fires at its target until you believe that the creature is no longer a threat, then it switches to its default state. This state can override NHM.
  • Long Range: The turret will attack the nearest creature up to 240 feet away.
  • Protect: The turret will attack whatever creature most recently dealt damage to you.
  • Stand Down: The turret does not fire under any circumstance.
Tinkering - Heavy Alloys: When you reach artificer level 11, the turret can attack twice as a single attack action. Additionally, the turret's hit point total is now 6 + your Intelligence modifier per Artificer level.

Actions

Light Turret Crossbow. Ranged Weapon Attack: + your technology modifier to hit, ranged 60/240 ft., one target. Hit: (5) 1d6+2 piercing damage.

A medium-sized turret built to punch through withstand punishment. It is heavily armored and its weapon sits 2 feet above the ground when deployed. Weighs 40 lbs. and is around the size of a backpack when collapsed.   The Sentinel has increased durability, armor and the Protect state, but can not be moved easily and deals little damage.

Created by

risaskolir.

Statblock Type

Monster

Link/Embed