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Adamant SentinelCreature 18


RareHugeConstructMindless
Source Pathfinder Monster Core 2
Perception +26 (darkvision)
Languages none
Skills Athletics +38
Str +9, Dex -1, Con +9, Int -5, Wis +0, Cha -5

AC 42; Fort +33; Reflex +27; Will +29;
HP 255 (repair mode)
Speed 30 feet
Resistances Physical 20, Spells 20

Fist One Action +35 (+30, +25) to hit (deadly 3d12, magical, reach 15) 3d10+17 Bludgeoning

Repair Mode

When the adamant sentinel is at 0 HP, it isn't destroyed. Instead, it enters repair mode, during which it's Slowed 1, can't take reactions, and can take only the Self-Repair action. Once it has more than 30 HP, it can use any type of action and can use reactions, though it remains slowed 1 and can't take any reactions until the start of its next turn. If a critical hit with a Vorpal adamantine weapon reduces the sentinel to 0 HP, or if such a weapon hits it while it's already at 0 HP, the sentinel is destroyed.

Destructive Strike

On a critical hit, the adamant sentinel's fist Strike breaks the target's armor, if any, in addition to dealing damage to the target. If the target has a shield raised, the sentinel breaks the shield instead.

Inexorable March One Action

The adamant sentinel Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can try to bar the way by attempting a DC 45 fortitude save.


Critical Success The sentinel halts its movement and cannot enter the creature's square.

Success As critical success, but the resisting creature takes (3d10+17) bludgeoning damage.

Failure The resisting creature takes (3d10+17) bludgeoning damage, and its armor, if any, is broken. If the resisting creature has a shield raised, the sentinel breaks the shield instead.

Self-Repair One Action (manipulate)

The sentinel repairs itself, regaining 30 healing Hit Points.

Vent One Action (fire)

The sentinel vents a 30-foot cone of superheated steam from its internal forge. This deals 15d6 fire damage to all creatures in the cone (DC 40 reflex). The sentinel can't use Vent again for 1d6 rounds.


Crafted from a nigh-indestructible metal of great rarity, adamant sentinels can't be destroyed except by the most powerful foes. Crafting an adamant sentinel requires a quantity of adamantine so massive that collecting it usually requires mounting a mining expedition to a distant planet, the Plane of Earth, or an Outer Plane.


Traits

Rare

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.

Construct

A 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.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.