🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Sand SentryCreature 6


MediumEarthElemental
Source Pathfinder Monster Core 2
Perception +14 (darkvision, tremorsense (imprecise) 60 feet)
Languages Petran
Skills Acrobatics +14, Stealth +14
Str +5, Dex +2, Con +4, Int +0, Wis +2, Cha +1

AC 24; Fort +16; Reflex +12; Will +14;
HP 90
Speed 25 feet (burrow 50 feet)
Immunities bleed, paralyzed, poison, sleep

Fist One Action +17 (+12, +7) to hit (unarmed) 2d8+8 Bludgeoning

Glass Armor

When the sand sentry takes electricity or fire damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active.

Blinding Sand

When the sand sentry critically hits with a fist Strike, the target is Blinded for 1 round.

Earth Glide

A sand sentry can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.


This creature of pure sand moves with an eerie grace, shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance; these elementals are patient participants in such roles, making them well suited for long-term service.


Certain earth elementals manifest as specific types of material, be they boulders, sand, or crystals.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.