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Crystalline SentinelCreature 11


RareMediumEarthElemental
Source Pathfinder #191: The Destiny War
Perception +20 (darkvision, tremorsense (imprecise) 60 feet)
Languages Common, Draconic, Petran
Skills Lore +19, Athletics +22, Stealth +22, Survival +22
Str +7, Dex +3, Con +5, Int +0, Wis +5, Cha +0

AC 30; Fort +22; Reflex +18; Will +22;
HP 195
Speed 20 feet (burrow 20 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Bludgeoning 10, Sonic 10
Resistances Cold 10, Electricity 10, Fire 10

Jaw One Action +24 (+19, +14) to hit (deadly d10) 2d12+13 Piercing
Claw One Action +24 (+20, +16) to hit (agile, unarmed) 2d8+13 Slashing

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Claw Frenzy Two Actions

The Crystalline Sentinel makes three claw Strikes; no more than two can be against the same target. These attacks count toward it's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.

Crystal Corruption (arcane, curse, incapacitation)

Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic.

Saving Throw DC 30 fortitude

Stage 1 sickened 1 (1 hour)

Stage 2 weakness 5 to sonic and Sickened 1 (1 day)

Stage 3 weakness 5 to sonic and Slowed 1 (1 day)

Stage 4 weakness 10 to sonic and Paralyzed (1 day)

Stage 5 weakness 10 to sonic, and the creature is permanently Petrified.

Crystal Splinter

On a critical hit with a claw Strike, the crystalline sentinel inflicts 2d6 persistent,bleed damage.

Earth Glide

The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing.


These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious.


Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.


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.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a connection to magical earth.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.