Part 4 · Monsters & Creatures
Blue Sentinel
“My creation is the pinnacle of protector Golems, they’re practically unbeatable!”
- a proud mage
Other explorers who passed through an area protected by these golems mentioned the great rocky slope that shelters the Blue Sentinel, a powerful and enormous titan of stone imbued with magical energy.
Accompanied by Blue Sentries, floating beings that could pass for its offspring if size were the only factor… and part of its magical might that draws the attention of warriors thirsty for power.
Blue Sentinels are beings created to protect some place or thing. These stone golems, infused with vast amounts of runic energy, are rarely aggressive unless you try to destroy or invade whatever they’re protecting.
It’s very common for a mage to create a pair of Blue Sentries alongside a Blue Sentinel — small sentinels that restore the Blue Sentinel’s life, in addition to having the ability to float and serve as lookouts for danger.
They’re fed through the region’s magic, and an exorbitant amount of runic energy is required to keep these creatures standing; because of this, their protected areas are usually regions with a powerful magical source.
The Petricite Forest around Demacia works well for this case, since it’s a great absorber of any magical source.
The golem is capable of absorbing the magic that flows both in its surroundings and the magic stored in Petricite; the Blue Sentries can absorb this magic more quickly, contributing to a faster restoration.
The Protected Region
An area protected by a Blue Sentinel can be found anywhere, from the most inhospitable forests of Ionia, to small villages in Demacia, or even some ancestral place in the great desert of Shurima.
Those who have knowledge of these creatures know not to meddle with what a Blue Sentinel is protecting, but there are still those who are too curious, or even foolish enough, to want the protected treasure.
Lair
A Blue Sentinel establishes its Lair in various locations, but always where there’s an arcane Core or an elevated zone of magic. The Blue Sentinel’s presence blends with the magic of the place, generating effects tied to its elemental nature, such as rock formations or veins of pulsing energy. Through a DC 10 Arcana check, it’s possible to identify a Blue Sentinel’s Lair.
Regional Effects
When a Blue Sentinel settles into a Lair, the region within a 1-mile radius of the center of its lair is affected by its elemental energy with the following effects:
- Lightning storms become common in the area, even without the presence of clouds or rain, dealing Force damage instead of Electric damage.
- Creatures with the Elemental type or Subtype deal an additional 1d4 Force damage on their attacks. If the creature is tied to the Earth or Crystal element, or if its attacks already deal Force damage, its damage dice are increased by one category, including the additional damage from this effect.
The regional effects gradually fade over 1d10 days after the destruction of the Lair’s Core, or after the Blue Sentinel tied to the Lair is killed, destroyed, or driven away.
Lair Actions
A Blue Sentinel’s Lair can take some lair actions in combat. The Lair doesn’t follow the Initiative rules for creatures; instead of rolling Initiative at the start of a combat, the Lair’s Initiative is always 20, losing any Initiative tiebreakers. At the center of a Blue Sentinel’s Lair, there’s always a unique rock charged with energy, which functions as a power Core for the Blue Sentinel, having 45 hit points, AC 18, resistance to all simple physical damage, and immunity to Force damage.
During a combat, the Lair can take the following lair actions:
- Drain Energy. The Blue Sentinel exhales a wave of elemental energy. In doing so, all enemy creatures within a 60-foot radius of the Blue Sentinel must make a DC 15 Constitution saving throw, gaining 1 level of Exhaustion on a failure.
- Force Missiles. The Core fires 6 Force Missiles at the Blue Sentinel’s enemies within the area of its Lair.
- Restore Energy. The Core grants Energy directly to the Blue Sentinel, losing 1d8 hit points and granting the Blue Sentinel 5 (2d4) hit points and 9 Mana points. If the Core is destroyed, the Blue Sentinel becomes unable to use these Lair Actions.
Rewards
Blue Sentinels are usually created or summoned by skilled magic users, tasked with protecting some important item, object, or place. Because of this, a Blue Sentinel’s Lair usually contains whatever it was tasked with protecting. Additionally, they may also contain gold, rare minerals, or items from defeated invaders, such as weapons or armor.
Item Crafting
The materials obtained from the bodies of a Blue Sentinel and Blue Sentries are unique, and can be used to craft items:
- Stone Plates. The Stone Plates from these elementals can be used in various formulas, requiring a creature with the Mason Craft to work with them properly, allowing the creation of the following items:
- When creating a Portable Battering Ram using stone plates as raw material, the crafting DC and the Ram’s bonus increase by +2.
- When creating Bludgeoning Weapons (combining the Weaponsmith and Mason Crafts), stone plates can be used to create the weapon’s handle, granting +1 to the weapon’s attack roll and allowing this handle to be combined with another type of material. Alternatively, a Mason can create handles for a Maul or Hammer alone, keeping this property.
- A stone plate can be used to create 20 Ammunition: Sling Bullets using the Mason Craft. In doing so, the ammunition created has +2 to attack rolls and damage.
- When creating Shields using stone plates (combining the Armorer and Mason Crafts), the resulting shield has +1 AC and grants 2 DR against Bludgeoning and Force damage. The number of stone plates required varies according to the shield type: 1 stone plate to create a Buckler or Light Shield, 2 stone plates to create a Heavy Shield, or 3 stone plates to create a Tower Shield.
- When creating a Whetstone using a stone plate, the resulting whetstone can be used up to 10 times instead of 5, and the temporary increase to the critical range becomes 2.
- Perceptive Core. A Blue Sentry’s Core can be used by an Enchanter to create an Arcane Focus: Orb, a Mana Crystal, or to enchant a weapon or shield made with stone plates, with the following effects:
- When creating an Arcane Focus: Orb, the creature using the orb adds +1 to spell attack rolls that deal damage.
- When creating a Mana Crystal, the perceptive core functions as an Uncommon crystal with Casting Level 2.
- When Enchanting a Weapon or Shield, the perceptive core functions as an Uncommon Resonant Ingredient.
- Arcane Core. A Blue Sentinel’s Core can be used by an Enchanter to create an Arcane Focus: Orb, a Mana Crystal, a Blue Orb*, or to enchant a weapon made with stone plates, with the following effects:
- When creating an Arcane Focus: Orb, the creature using the orb adds +1 to spell attack rolls that deal damage.
- When creating a Mana Crystal, the arcane core functions as a Rare crystal with Casting Level 3.
- When Enchanting a Weapon or Shield, the arcane core functions as a Rare Resonant Ingredient.
Formulas
An Enchanter who has the necessary knowledge can use a Blue Sentinel’s core to create a Blue Magic Orb, using the following formula:
Arcane Focus: Blue Magic Orb
Craft: Enchanter 3
DC: 21
Component: Arcane Core and Craft Kit
Value: 600 GP
Unlike a common Orb, this item contains part of the Blue Sentinel’s arcane properties, allowing a caster to make use of part of its spellcasting ability. The Blue Magic Orb has a number of charges equal to the Craft Level used to create it, and charges can be consumed to cast the Magic Missile spell at a casting level equal to the number of charges consumed. The Blue Magic Orb regains 1 charge every 72 hours, and can’t exceed its maximum. Additionally, the creature using the orb adds +1 to spell attack rolls that deal damage.
Natural 20. The Orb has 1 additional maximum charge.
Blue Sentinel Sheets
Blue Sentry
Blue Sentry
Elemental, Medium
- Senses
- Darkvision 30 feet and Tremorsense 60 feet. Passive perception 12.
- Speed
- 40 feet of levitation
- Skills
- Nature +1, Perception +2
- Languages
- Elemental (understands)
Defenses
Saving Throws: Charisma +4
Damage resistance. Simple physical damage and poison damage.
Damage immunity. Force damage.
Damage vulnerability. Thunder damage.
Immunity to conditions. Exhaustion, Paralyzed, Petrified, and Bleeding
Characteristics
Elemental Aura. The Blue Sentry emits a force aura in a 5-foot radius around itself. Hostile creatures that start their turn within this area or enter it for the first time take 1 Force damage. Additionally, the Blue Sentry deals 2 (1d4) additional Force damage on its natural weapon attacks.
Perceptive Core. The Blue Sentry has a small blue core inside it that energizes its attacks. All of the Blue Sentry's natural weapon attacks deal an additional 7 (2d6) Force damage.
Attacks
Blue Ray. Ranged Natural Weapon Attack, +5 to hit, 30/60 ft. reach, one target. On a hit, deals 8 (2d4+3) Force damage.
Equipment and Loot
A creature with the Collector: Biologist Craft can Dissect the following parts of the Blue Sentry:
Stone Plates: It's possible to collect 2 (1d4) Stone Plates from a Blue Sentry. Stone Plates can be used as raw material for several different formulas, mainly using the Mason Craft.
Perceptive Core: Every Blue Sentry has 1 Perceptive Core, which can be used by a creature with the Enchanter Craft to create an Arcane Focus.
Runes
Runic Pulse: Agate Pulse (1d4 Piercing and Force damage)
Runes: Territorial Surge, 1 use
Blue Sentinel

Blue Sentinel
Elemental, Large
- Senses
- Darkvision 30 feet and Tremorsense 60 feet. Passive perception 17.
- Speed
- 20 feet walking
- Skills
- Nature +2, Perception +7
- Languages
- Elemental (understands), understands its creator's language
Defenses
Saving Throws: Charisma +5
Damage resistance. Simple physical damage and poison damage.
Damage immunity. Force damage.
Damage vulnerability. Thunder damage.
Immunity to conditions. Exhaustion, Paralyzed, Petrified, and Bleeding
Characteristics
Elemental Aura. The Blue Sentinel emits a force aura in a 5-foot radius around itself. Hostile creatures that start their turn within this area or enter it for the first time take 3 Force damage. Additionally, the Blue Sentinel deals 5 (2d4) additional Force damage on its natural weapon attacks.
Spellcasting. The Blue Sentinel has 36 mana points and can use its Wisdom attribute as its spellcasting attribute to cast the following spells:
Cantrips: Arcane Shot, Elemental Ray (Crystal)
1st Level: Magic Missile, Thunder Wave
2nd Level: Threaded Volley
Arcane Core. The Blue Sentinel has an arcane core inside it that energizes its attacks. All of the Blue Sentinel's natural weapon attacks deal an additional 14 (4d6) Force damage.
Attacks
Multiattack. The Blue Sentinel can use an attack action to make 3 attacks with Slam.
Slam. Melee Natural Weapon Attack, +8 to hit, 5 ft. reach, one target. On a hit, deals 29 (4d12+3) Bludgeoning damage.
Blue Ray. Ranged Natural Weapon Attack, +7 to hit, 60/120 ft. reach, one target. On a hit, deals 26 (3d12+7) Force damage.
Epic Actions
The Blue Sentinel has 4 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Blue Sentinel's turn, the number of charges returns to 4
The Blue Sentinel can take an action and restore its reaction (if spent)
The Blue Sentinel can spend all or the rest of its movement
The Blue Sentinel can use 2 epic actions to make an additional attack with its reaction
The Blue Sentinel can repeat a Saving Throw against an effect affecting it
Cost. When the Blue Sentinel repeats its saving throw this way, it loses 9 hit points.
Epic Resilience
Resilience Points: 103 When the Blue Sentinel would fail a saving throw against any effect, it can spend 9 Resilience points to succeed instead. Additionally, the Blue Sentinel can use the effect below:
Determination: When making a saving throw to resist an effect, the Blue Sentinel can spend 4 Resilience points to gain advantage on the roll.
Equipment and Loot
A creature with the Collector: Biologist Craft can Dissect the following parts of the Blue Sentinel:
Stone Plates: It's possible to collect 7 (3d4) Stone Plates from a Blue Sentinel. Stone Plates can be used as raw material for several different formulas, mainly using the Mason Craft.
Arcane Core: Every Blue Sentinel has 1 Arcane Core, which can be used by a creature with the Enchanter Craft to create a special Arcane Focus.
Runes
Runic Pulse: Agate Pulse (2d4 Piercing and Force damage)
Runes: Arcane Suppression, 2 uses. Territorial Surge, 2 uses.
