Replicator, Sentinel (3.5e Monster)

= Replicator Sentinel =

''Strange mechanic whirring and the clatter of a thousand metal feet preceeds a wave of these mechanical insects. Almost demonic in the voracity with which they propagate and replicate, they do not distinguish good from evil and have no qualms about mining people as well as materials.''

Sentinels are the replicators' main defense. They are comprised of 7,940 monads working together, compacted into the shape of a large ant-like insect with scythe like front limbs and large, powerful pincers. Sentinels are 7 and a half feet tall and 4 feet long and wide. They weigh approximately 320 pounds (or half that much when the base material is mithral). Sentinels are battle-type replicators and do not possess cutters.

Combat
Sentinels are the replicators' soldiers and are dispatched to the frontlines when drones prove insufficient in battle against an enemy. They are assembled solely for battle. Their attacks are charged with energy from the sentinel's systems.

Fast Healing (Ex): When replicators get damaged, they attempt to absorb remnant monads from destroyed replicators into their subsystems, as well as shift the monads of their own body back into alignment, with limited effect. A sentinel regains 3 hit points at the start of every turn.

 (Ex): All replicators are able of interacting remotely with binary communication over any distance, although not across planes. Furthermore, this interlink functions roughly like a telepathy spell.

 (Ex): The strange magical energies that power individual monads have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a replicator as a slow spell, and a shatter spell deals normal damage to them.

Shield (3.5e Other) (Su): Replicator sentinels have personal shielding that give it a +3 deflection bonus to AC and that have a total of 30 hit points when fully charged. The shield absorbs all damage from any attack. The shield cannot absorb more damage than it has hit points at any time, and against damage that penetrates the shields normal damage reduction still applies. A sentinel's shielding regains 15 hit points at the beginning of every turn.