Caryatid Column, Shining Sentinel


Shining Sentinel CR 4

XP 1,200
Gold-clad caryatid column
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception –1

DEFENSE

AC 18, touch 6, flat-footed 18 (–4 Dex, +8 natural, +4 shield)
hp 36 each (3d10+20)
Fort +1, Ref –3, Will +0
Defensive Abilities light fortification, shatter weapons; DR 5/—; Immune construct traits, fire, magic
Weaknesses vulnerability to electricity

OFFENSE

Speed 10 ft.
Melee mwk falchion +8 (2d4+6/18–20)
Spell-Like Abilities (CL 10th; concentration +8)

1/dayshield

TACTICS

Before Combat The shining sentinels activate their shield spells as soon they detect potential foes (already included in their statistics).

During Combat The shining sentinels move to engage any creatures trying to cross the bridge.

Morale The shining sentinels fight until destroyed, crumbling into gold-plated rubble when reduced to 0 hit points.

STATISTICS

Str 18, Dex 3, Con —, Int —, Wis 9, Cha 7
Base Atk +3; CMB +7; CMD 13 (cannot be disarmed)
Feats Improved InitiativeB
SQ statue
Gear masterwork falchion

Base Statistics

Without their shield spells, the shining sentinels have the following statistics:

AC 14, touch 6, flat-footed 14.

SPECIAL ABILITIES

Immunity to Magic (Ex)

A shining 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. A transmute rock to mud spell deals 1d6 points of damage per caster level to a shining sentinel, with no saving throw. Transmute mud to rock, on the other hand, heals any lost hit points. A stone to flesh spell does not actually change the shining sentinel’s structure but negates its damage reduction and immunity to magic for 1 full round.

Light Fortification (Ex)

Whenever a sneak attack or critical hit is scored against a gold-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally.

Shatter Weapons (Ex)

Whenever a character strikes a caryatid column with a weapon (magical or non-magical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.

Statue (Ex)

A shining sentinel can stand perfectly still, emulating a statue. An observer must succeed on a DC 20 Perception check to notice the shining sentinel is alive.

DETAILS

They shining sentinels appear to be normal, albeit golden, statues supporting the roof; a DC 20 Perception check will notice the statues are actually alive. These shining sentinels were created with the ability cast shield and are armed with masterwork gold-plated falchions. The statues animate as soon as anyone tries to set foot on the bridge, unless they are shown a special key.

Section 15: Copyright Notice

Pathfinder Module: City of Golden Death. Copyright 2010, Paizo Publishing, LLC. Author: Joshua J. Frost.

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