Sentinel Mark I
Invented by Dr. Bolivar Trask, the Sentinels are programmed to hunt and kill mutants.
Several types of Sentinels have appeared through the years, manufactured by various private and paramilitary groups, but the typical Sentinel is three-stories tall, possesses the ability to fly, project energy blasts and detect mutants.
The Sentinels have been featured in several X-Men video games and played a large role in the 1990s X-Men animated series.
Originally Posted by Bane of the Dicefreaks D20 Discussion Board
Sentinel Mark I | |
Huge construct | |
Wounds | 84 WP (8d10+40) |
Initiative | +2 |
Speed | 50ft, fly 1000ft (average) |
AC | 25 (+2 Dexterity, +15 natural, -2 size) touch 10, flat footed 23 |
Base Attack/Grapple | +6/+25 |
Attack | Slam +15 melee (4d6+11 /20) or Weaponry Package +8 ranged touch (varies) |
Full Attack | Slam +15/+10 melee (4d6+11 /20) Weaponry Package +8/+3 ranged touch (varies) |
Space/Reach | 15 ft./15 ft. |
Special Attacks | Weaponry Package |
Special Qualities | construct traits, DR 15/adamantium, resistance to acid and electricity 15, resistance to cold and fire 20, resistance to sonics 30, Sensory Package |
Saves | Fort +2, Ref +4, Will +5 |
Abilities | Strength 33, Dexterity 14, Constitution -, Intelligence -, Wisdom 16, Charisma 3 |
Skills | Craft (electrical) +8, Craft (mechanical) +9, Knowledge (earth and life science) +8, Knowledge (tactics) +9, Knowledge (technology) +8, Listen +21, Search +8, Spot +16 |
Feats | Ability Focus (paralyzation ray), Fly By Attack, Power Attack |
Climate/Terrain | Mobile |
Organization | Solitary (Unique) or Pair (2), or Hunter Squad (4-10) |
Challenge Rating | 8 |
Treasure | Equipment |
Alignment | Neutral |
- Sensory Package To aid the Sentinel Mark I in finding their prey they are equipped with a wide range of advanced sensors.
- Advanced Vision Sentinel Mark I’s can see up to five times that of a normal human and have full Darkvision and thermal vision. They also receive a +5 bonus on all Spot checks and do not suffer penalties for range
- Communications All Sentinel Mark I’s have units allowing them to communicate with each other up to 5 miles distance and with other Sentinel’s up to 1000ft.
- Mutant Detection Mark I’s are able to tell if every being within 75 feet is a mutant or other type without error.
- Sound Detection Unit Sentinels can pick up minute sounds, receiving a +10 on all Listen checks.
- Superhuman Strength Mark I Sentinel’s can lift 4x what their Strength score indicates.
- Weapon Package The Mark I is equipped with a variety of offensive weaponry to best combat the mutant threat
- Disintegration Ray Mark I’s possess a powerful disintegration beam that can vaporize non-organic material. Treat is as a disintegration effect that deals 16d6 points of damage on a failed Fortitude save (DC 19).
- Electron Beam The Mark I must succeed at a ranged touch attack to strike with the electron beam. It inflicts 8d6 electrical damage at a range of 75ft.
- Heat Ray Inflicts 8d6 fire damage at a range of 75ft with a ranged touch attack.
- Paralysis Ray Inflicts complete paralyzation upon the target for 2d8 rounds unless they succeed at a Fort save (DC 16). They normally use this to capture targets for transportation.
- Plasma Beam Inflicts 6d6 non-type energy damage at a range of 60ft with a ranged touch attack
Sentinel Mark I Drawbacks
Mark I Sentinel’s are strictly programmed and generally unable to operate outside of their operation parameters. They are programmed to protect humanity but have a design flaw that causes them to believe the best way to protect humanity is to control it. (they are still unable to cause harm to humans though)
Possessions
None