Trekken
Magic Resistance
the sentinel has Advantage on saving throws against spells and other magical effects.
Relic Immunity
The sentinel is immune to all spells and effects created by or originating from Divine Relics, except for the Hand of Brass.
Hand of Brass Susceptibility
The sentinel can be affected by all spells and effects that originate from the Hand of Brass, even if it would normally be immune to those effects. Additionally, the sentinel automatically fails any saving throw against any spell or effect originating from the Hand of Brass.
Energy Source
The sentinel requires chunks of amber to fuel its movements. A fully powered construct contains 300 gp worth of amber in its frame. The sentinel can function with at least half this amount but cannot speak unless fully powered. If a brass sentinel has less than half of its required amber, it becomes Incapacitated. If it has no amber on its frame, it falls Unconscious.
Repair
The sentinel cannot recover lost Hit Points on its own. If a creature attuned to the Hand of Brass dedicates an hour during a Long Rest to channel the relic's magic into the brass sentinel, the sentinel will regain all of its lost Hit Points by the end of the rest.
Destruction
When the sentinel is reduced to 0 Hit Points, it perishes in a blinding flash of light that deals 36 (8d8) radiant damage to creatures within 10 feet of it. An affected creature can make a DC 15 Constitution saving throw to halve the damage. As part of the explosion, all the amber that fueled the construct is destroyed, and the soul that inhabited it is consigned to oblivion, permanently destroyed.
Acties
Multiattack
The brass sentinel makes two attacks with its claws.
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. These claws count as adamantine for the purposes of bypassing resistances.