Shining Sentinel CR 4
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
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.
Without their shield spells, the shining sentinels have the following statistics:
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.
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.
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.
Pathfinder Module: City of Golden Death. Copyright 2010, Paizo Publishing, LLC. Author: Joshua J. Frost.