Glass Sentry

Level 6
Creature· earthMediumLegacy
AC 24
HP 94
Speed 25 ft.
Fort +16
Ref +12
Will +14
Perc +14
Size Medium
Common
Immunities bleed, paralyzed, poison, sleep
Languages petran
Senses darkvision, tremorsense 60 ft. (imprecise)
Speeds 25 ft., burrow 50 ft.
Skills acrobatics +14, stealth +14
Recall Knowledge nature DC 22

Attacks

Melee Fist +17/+12/+7(unarmed)
Damage: 2d8+8 slashing
Effect: blinding sand

Abilities

Tremorsense 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.

Glass Armordefensive

When the sand sentry takes fire or lightning 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 Sandoffensive

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

Earth Glideoffensive

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.

Description

Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an eerie grace. 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.