The Imperial Senate Sentinel has advantage on attack rolls against a creature if at least one other Imperial Guard is within 5 feet of the creature and the ally isn't incapacitated.
Imperial Guard Sentinel
Medium humanoid, lawful dark
CreatureScum and Villainy
At a glance
- Armor Class
- 17 (powered durasteel armor)
- Hit Points
- 84 (13d8 + 26)
- Speed
- 30 ft.
- Skills
- Perception +6, Insight +6
- Damage Resistances
- Energy from melee weapons
- Senses
- passive Perception 15
- Languages
- Galactic Basic
- Challenge
- 6 (2,300 XP)
Ability scores
- Str17+3Strength 17, modifier plus 3
- Dex10+0Dexterity 10, modifier plus 0
- Con17+3Constitution 17, modifier plus 3
- Int10+0Intelligence 10, modifier plus 0
- Wis16+3Wisdom 16, modifier plus 3
- Cha9+0Charisma 9, modifier plus 0
A subdivision of the Senate Guard, the Senate Sentinels were charged with protecting the Jedi Temple on Coruscant from looters and were specially trained to kill Jedi. Their armor and robes were gray and white, and they wield powerful force pikes that can effectively block a Jedi's lightsaber. They have robotic voices and are thought to be cyborgs.
About this creature
The Galactic Empire, also known as the Old Empire, the First Galactic Empire, Palpatine's New Order, the Imperium or simply the Empire, is the galactic government established by Supreme Chancellor Palpatine to replace the Galactic Republic in 19 BBY and bring Sith rule to the galaxy. The government personnel of this new Empire are protected by some of its most highly trained warriors.
Traits
- Choreography of Belligerence
Actions
- Force Pike
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 8 (1d10 + 3) kinetic damage plus 6 (2d6) lightning damage. On a hit, the target must then succeed on a Constitution Saving Throw (DC 14) or become stunned.
