Crystalline Sentinel
Level 11Attacks
Abilities
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.
This monster can see in all directions simultaneously and therefore can't be flanked.
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.
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.
On a critical hit with a claw Strike, the crystalline sentinel inflicts 2d6 persistent bleed damage.
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.
Description
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.