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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