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Thread: Magic Monsters a'gatherin'

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    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Jun 2011

    Default Re: Magic Monsters a'gatherin'

    Adarkar Sentinel
    Size/Type: Gargantuan Construct(Golem)
    Hit dice: 20d10+60 (160 hp)
    Initative: 0
    speed: 60 ft
    Armour Class: 34 (-6 size, +0 dex, +30 Natural), touch 4, flat-footed 34
    Base Attack/Grapple: +12/+27
    Attack: Slam +27 Melee (2d10+15)
    Full Attack: 2 Slams +27 Melee (2d10+15)
    Space/Reach: 20ft/20ft
    Special Attacks: none
    Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
    Saves: fort +6 Ref +6 Will +6
    Abilities: str 41, Dex 10, con -, int -, wis 11, cha 1
    Skills: None
    Feats: None
    Environment: Any
    Organisation: Solitary or gang (2-4)
    Challenge rating: 14
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment:

    "We encountered the sentinels in the wastes, near no living thing. Their purpose was inscrutable."—Disa the Restless, journal entry

    This is a large golem made of highly polished silver with red trimming along the plate edges. The Sentinels stand fourty feet in height and have massive horns protruding from their helmets. They are sometimes seen wielding a weapon, but most of the time are unarmed. Created by powerful mages and scores of dwarven craftsmen ages ago to protect thier kingdoms, now they are found in remote locations, miles from the nearest civilizations and forgotten, only standing from the magic they are imbued with to protect their charges.

    Combat:The Adarkar Sentinel typically just attacks if provoked or if thier charge is in danger. The sentinel will attack relentlessly until either destroyed or its enemy has fled/died.

    Immunity to Magic (Ex)
    An Adarkar Sentinel is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals electricity damage slows an Adarkar Sentinel (as the slow spell) for 3 rounds, with no saving throw.

    A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the sentinel to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an Adarkar Sentinel hit by a fireball gains back 6 hit points if the damage total is 18 points. An Adarkar Sentinel gets no saving throw against fire effects.

    An Adarkar Sentinel is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.


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    Last edited by stanleyindraven; 2011-10-05 at 10:14 AM.
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