Crystal Sentinel
Creature 13 (rare) — construct, golem, mindless
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDconstructgolem
Crafted of hardened glass and held together by magically treated lead, glass golems are both deadly guardians and works of exquisite art. Glass golems most often protect grand cathedrals or opulent palaces-testaments to the wealth and power of those they serve, or once served. Once spurred into action by the commands of their creators, glass golems are quicker and more agile than most other golems. Their sharp, blade-like limbs can easily sever veins and arteries, creating wounds that bleed prof
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +19; darkvision
Skills acrobatics +23, athletics +27, stealth +23
Str
+8
Dex
+4
Con
+5
Int
-5
Wis
+0
Cha
-5
AC 34
Fort +24
Ref +22
Will +18
HP 235
Immunities magic, mental
Resistances physical (except adamantine, bludgeoning) 15
Speed 25 feet
Offense
Melee Bladed Limb (agile, magical, versatile-p) +27, Damage 3d6+14 slashing plus 1d6 bleed
Abilities
Golem Antimagic — Harmed by sonic (6d10 untyped, 2d8 untyped from areas or persistent damage); healed by fire (area 2d10 healing HP); slowed by cold
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
Spell Reflection (arcane) —
Vulnerable to Shatter — A glass golem is affected by the Shatter spell as though the golem were an unattended object.
Dazzling Brilliance (light, visual) — The crystal sentinel creates waves of scintillating luminosity that cast bright light in a 120-foot emanation (and dim light for the next 120 feet). The light lasts until the start of the crystal sentinel's next turn, after which the crystal sentinel can't use Dazzling Brilliance for 1d4 rounds. A creature caught within the bright light or that enters the bright light must attempt a DC 33 Will save.
Success The creature is unaffected.
Failure The creature is Dazzled for 1 round.
Critical Failure The creature is Blinded for 1 round, and then dazzled for an additional 4 rounds. While the creature remains dazzled, it's also Confused (this additional effect has the emotion and mental traits).
Success The creature is unaffected.
Failure The creature is Dazzled for 1 round.
Critical Failure The creature is Blinded for 1 round, and then dazzled for an additional 4 rounds. While the creature remains dazzled, it's also Confused (this additional effect has the emotion and mental traits).
WORKS WELL WITH
WeaverLANDMagic immunity ignores allied area spells, freeing a weaver to control the battlefield without hindering the frontliner.
SniperLANDImmense durability and damage output occupy the frontline, letting a sniper fire from complete safety.
FlankerLANDRaw damage and presence draw enemy attention, creating space for a flanker to maneuver into position.
PUNISHES
✖ spellcasting reliance✖ non-bludgeoning weapons
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Crystal Sentinel in the encounter builder — free, no install.
Open in PathfinderGM →