Crystalline Sentinel

Level 11
Creature· earthRareMediumLegacy
AC 30
HP 195
Speed 20 ft.
Fort +22
Ref +18
Will +22
Perc +20
Size Medium
Rare
Immunities bleed, paralyzed, poison, sleep
Resistances cold 10, electricity 10, fire 10
Weaknesses bludgeoning 10, sonic 10
Languages common, draconic, petran
Senses darkvision, tremorsense 60 ft. (imprecise)
Speeds 20 ft., burrow 20 ft.
Skills athletics +22, stealth +22, survival +22
Recall Knowledge nature DC 33

Attacks

Melee Jaw +24/+19/+14(deadly d10)
Damage: 2d12+13 piercing
Effect: crystal corruption
Melee Claw +24/+20/+16(agile, unarmed)
Damage: 2d8+13 slashing
Effect: crystal corruption

Abilities

Tremorsense (Imprecise) 60 feetinteraction

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 Visiondefensive

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

Claw Frenzy◆◆offensive

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 Corruptionoffensive(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 Splinteroffensive

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

Earth Glideoffensive

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.