Abysium SentinelCreature 18
Source Pathfinder #221: Into the Apocalypse Archive
Perception +30 (darkvision)
Languages Thassilonian, Can't Speak Any Language
Skills Athletics +35
Str +9, Dex +6, Con +9, Int -3, Wis +6, Cha -5
AC 42; Fort +33; Reflex +30; Will +28;
HP 333
Speed 25 feet (climb 20 feet, fly 25 feet)
Resistances Physical 15
Claw
+35 (+31, +27) to hit (agile, unarmed) 2d6 Poison + 3d6+17 SlashingToxic Bolt
+32 (+27, +22) to hit (poison) 6d8+8 PoisonGreen Glow (arcane, aura, poison, radiation)
15 feet. A creature beginning its turn in the aura must attempt a DC 37 fortitude save to avoid becoming Sickened 1 (or Sickened 2 on a critical failure). A creature that's already sickened instead becomes Enfeebled 1 on a failure (or Enfeebled 2 on a critical failure) for 24 hours.
Security Alert
Trigger The abysium sentinel becomes aware of an unfamiliar creature
Effect The abysium sentinel alerts its owner of an intruder, either with a mental or audible alarm, depending on established orders. The mental alarm has a range of 1 mile.
Statue's Head
(concentrate)Until the next time it acts, the abysium sentinel appears to be the head of a statue it's perched atop. It has an automatic result of 58 on Deception checks and DCs to pass as nothing more than a statue's head.
This creature is crafted from a toxic skymetal known as abysium.
Thassilonian sentinels are crafted in the shapes of skulls or heads.
Sentinel Sets
Thassilonian sentinels were typically carved from marble, ivory, and bronze, easily blending in with most statues. Rarer sentinels carved from wood, coral, and skymetals were often commissioned in sets alongside matching statues to ensure seamless fits or were carefully sculpted for display alone.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.