Sentinel Hut

This strange windowless cabin, with a steep thatched roof and a single door painted red, stands on an enormous pair of knobby legs.

Sentinel Hut CR 8

XP 4,800
N Huge construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size)
hp 95 (10d10+40)
Fort +3, Ref +6, Will +3
Defensive Abilities dancing evasion; DR 5/adamantine; Immune acid, cold, construct traits, magic

OFFENSE

Speed 30 ft.
Melee bite +15 (2d4+7 plus grab), slam +15 (2d6+7)
Space 15 ft.; Reach 15 ft.
Special Attacks stir crazy, swallow whole (1d2 Wisdom damage, AC 15, 9 hp), trample (2d6+10, DC 22)

STATISTICS

Str 25, Dex 17, Con —, Int —, Wis 11, Cha 16
Base Atk +10; CMB +19 (+23 grapple); CMD 32

SPECIAL ABILITIES

Dancing Evasion (Ex)

The sentinel hut’s dancing and hopping movements give it a +3 bonus on all Reflex saves.

Immune to Magic (Ex)

Sentinel huts are immune to any spell or spell-like ability that allows spell resistance, with the exception of spells with the fire descriptor, which affect it normally.

Stir Crazy (Su)

A victim swallowed whole by a sentinel hut is trapped in a plain, 10-foot-square room. A trapped creature is not considered grappled, and can move freely about the room. Every round, it is bombarded with a powerful psychic force that causes 1d2 points of Wisdom damage. To escape, the victim must deal damage on the sentinel hut’s door (AC 15, 12 hp).

Damage dealt to any part of the interior other than the door still adds to the damage dealt to the construct overall, but won’t free the victim. If sufficient damage is dealt to the hut to destroy it (from without or within), the trapped creature is freed, but must succeed at a DC 22, Will save or be afflicted by insanity. Victims who break through the door from within are not subject to this latter effect.

ECOLOGY

Environment any land
Organization solitary or unit (2–6)
Treasure none

Though few have seen Baba Yaga’s Dancing Hut and lived to tell the tale, many scholars believe that these bizarre constructs, created by the white witches, were modeled after their mother’s miraculous artifact. Used primarily as sentinels, these quaint hovels on stilt-like legs surprise passersby when they move in an almost comical dancing strut.

Sentinel Hut Construction

A sentinel hut must be made of the wood from a tree grown in a place of eternal winter (an extraordinarily rare commodity) and thatch for the roof. Both wood and thatch must be treated with magical ointments and powders worth 1,000 gp.

CL 10th; Price 33,000 gp

CONSTRUCTION REQUIREMENTS

Feats Craft Construct; Spells animate object, cat’s grace, confusion, geas/quest, jump, minor creation; Skill Craft (sculptures) DC 18; Cost 18,000 gp

Section 15: Copyright Notice

Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter © 2013 Paizo Publishing, LLC; Author: Mike Shel.

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