Crystalline Sentinel
Creature 11 (rare) — earth, elemental
Pre-Remaster content. May include legacy alignment.
CrasherFlankerLANDSUBTERRANEANearthelemental
These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious. Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +20; darkvision, tremorsense (imprecise) 60 feet
Languages common, draconic, petran
Skills athletics +22, Geology Lore +19, stealth +22, survival +22
Str
+7
Dex
+3
Con
+5
Int
+0
Wis
+5
Cha
+0
AC 30
Fort +22
Ref +18
Will +22
HP 195
Immunities bleed, paralyzed, poison, sleep
Resistances cold 10, electricity 10, fire 10
Weaknesses bludgeoning 10, sonic 10
Speed 20 feet, burrow 20 feet (earth glide)
Offense
Melee Jaw (deadly-d10) +24, Damage 2d12+13 piercing plus Crystal Corruption
Melee Claw (agile, unarmed) +24, Damage 2d8+13 slashing plus Crystal Corruption
Abilities
Tremorsense (Imprecise) 60 feet — 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.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Claw Frenzy — The Crystalline Sentinel makes three claw Strikes; no more than two can be against the same target. These attacks count toward it's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.
Crystal Corruption (arcane, curse, incapacitation) — Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic.
Saving Throw DC 30 Fortitude
Stage 1 sickened 1 (1 hour)
Stage 2 weakness 5 to sonic and Sickened 1 (1 day)
Stage 3 weakness 5 to sonic and Slowed 1 (1 day)
Stage 4 weakness 10 to sonic and Paralyzed (1 day)
Stage 5 weakness 10 to sonic, and the creature is permanently Petrified.
Saving Throw DC 30 Fortitude
Stage 1 sickened 1 (1 hour)
Stage 2 weakness 5 to sonic and Sickened 1 (1 day)
Stage 3 weakness 5 to sonic and Slowed 1 (1 day)
Stage 4 weakness 10 to sonic and Paralyzed (1 day)
Stage 5 weakness 10 to sonic, and the creature is permanently Petrified.
Crystal Splinter — On a critical hit with a claw Strike, the crystalline sentinel inflicts 2d6 persistent bleed damage.
Earth Glide — The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing.
WORKS WELL WITH
AnvilLAND / SUBTERRANEANPositioning tension: the Anvil holds enemies in place while the Crasher burrows close and unleashes multi-target strikes.
ShadeLAND / SUBTERRANEANTempo tension: the Shade debuffs Fortitude saves, making the Crystal Corruption curse more likely to stick.
PUNISHES
✖ clumping✖ standing still✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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