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Crystal SentinelCreature 13


RareLargeConstructGolemMindless
Source Pathfinder #191: The Destiny War
Perception +19 (darkvision)
Languages none
Skills Acrobatics +23, Athletics +27, Stealth +23
Str +8, Dex +4, Con +5, Int -5, Wis +0, Cha -5

AC 34; Fort +24; Reflex +22; Will +18;
HP 235
Speed 25 feet
Immunities magic
Resistances Physical 15

Bladed Limb One Action +27 (+23, +19) to hit (agile, magical, versatile p) 3d6+14 Slashing + 1d6 Bleed

Golem Antimagic

Harmed by sonic (6d10 untyped, 2d8 untyped from areas or persistent damage); healed by fire (area 2d10 healing HP); slowed by cold


A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Spell Reflection Reaction (arcane)

Trigger The crystal sentinel is targeted by a spell


Effect The crystal sentinel positions its magical, reflective surfaces to turn the spell back on the caster. It tries to counteract the spell by attempting an acrobatics check for its counteract check. If it successfully counteract the spell, the effect is turned back on the caster.

Vulnerable to Shatter

A glass golem is affected by the Shatter spell as though the golem were an unattended object.

Dazzling Brilliance Two Actions (light, visual)

The crystal sentinel creates waves of scintillating luminosity that cast bright light in a 120-foot emanation (and dim light for the next 120 feet). The light lasts until the start of the crystal sentinel's next turn, after which the crystal sentinel can't use Dazzling Brilliance for 1d4 rounds. A creature caught within the bright light or that enters the bright light must attempt a DC 33 will save.

Success The creature is unaffected.

Failure The creature is Dazzled for 1 round.

Critical Failure The creature is Blinded for 1 round, and then dazzled for an additional 4 rounds. While the creature remains dazzled, it's also Confused (this additional effect has the emotion and mental traits).


Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces-testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed profusely.

Of all the various types of golems, the glass golem is the one most akin to a work of art. Just as powerful aristocrats might use an ice golem for temperature regulation or a wood golem as an ego-boosting statue, a glass golem's colorful glass construction can elevate the beauty of any chamber by its mere presence.


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.