b'Righteous Sentinel \n'b'  Large   construct ,  lawful good  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  104 (11d10 + 44) \n'b' Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  10 (+0)  CON:  18 (+4)  INT:  8 (-1)  WIS:  11 (+0)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6 \n'b' Damage Vulnerabilities  thunder \n'b' Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  unconscious  \n'b' Senses   darkvision  120 ft., passive  Perception  16 \n'b' Languages  Celestial, Common \n'b' Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Immutable Form . The sentinel is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The sentinel has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The sentinel\xe2\x80\x99s weapon attacks are magical. \n'b'  Reflective Aggression . The sentinel has disadvantage on  attack  rolls against creatures that haven\xe2\x80\x99t hit it within the last minute. In addition, it has advantage on  attack  rolls against a creature if the creature dealt damage to it in the previous round. \n'b'  Spell-Deflecting Mirror . Any time the sentinel is targeted by a ranged spell  attack  roll, roll a d6. On a 5, the sentinel is unaffected. On a 6, the sentinel is unaffected and the spell is reflected back at the caster as though it originated from the sentinel, turning the caster into the target. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The righteous sentinel makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft, one target.  Hit : 16 (2d10 + 5) bludgeoning damage.\n'b'\n'b'   Warp Reflection (Recharge 6) . The righteous sentinel points its  shield  at a creature within 30 feet of it. If the target can see the sentinel\xe2\x80\x99s  shield , the target must make a DC 15  Wisdom  saving throw. On a failure, the target takes 22 (4d10) psychic damage and is  frightened  for 1 minute. On a success, the target takes half the damage and isn\xe2\x80\x99t  frightened . An evil-aligned target has disadvantage on this saving throw. At the start of each of the  frightened  creature\xe2\x80\x99s turns, it takes 11 (2d10) psychic damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'\n'b' REACTIONS \n'b'\n'b'  Reflective Retribution . The sentinel adds 3 to its AC against one  melee attack  that would hit it. To do so, the sentinel must see the attacker. If the  attack  misses, the attacker takes 11 (2d10) psychic damage. \n'b'\n'b' ABOUT \n'b' Fierce determination emanates from the defensive stance the creature takes as torchlight dances off of its silvered body. \n'b' It holds up its reflective  shield , a disc-like extension of its metallic forearm. \n'b' Treasure hunters that pursue fiendish weapons of myth or enter temples to vicious entities may find themselves face?to-face with a righteous sentinel, eager to repel them. \n'b'  Keepers of Horror . Good-aligned gods of peace have many methods for ensuring that defeated evils do not resurface in the future, and the righteous sentinel is one of their most effective. The constructs are placed as guards where great evil is housed to prevent anyone from accessing and awakening that which lies within. \n'b'  Abhors Violence . Righteous sentinels seek to avoid violence as much as possible, but they react with unbridled rage when their ward is disturbed. When intruders disturb the objects of great evil the sentinels are protecting, the sentinel turns its reflective  shield  toward an intruder. The  shield  reflects a vision of that creature\xe2\x80\x99s soul back toward it, which is often enough to horrify even the most evil of monsters. \n'b'  Construct Nature . The righteous sentinel does not require air, food, drink, or sleep.'