Wildwood Sentry
Creature 9 (uncommon) — human, humanoid
Source: wardens-of-wildwood-bestiary
Perception +20
Skills medicine +18, nature +20, stealth +20, survival +20
Str
+4
Dex
+4
Con
+2
Int
+1
Wis
+4
Cha
+0
AC 28
Fort +18
Ref +20
Will +18
HP 155
Speed 25 feet
Offense
Melee Dagger +21, Damage 1d4+12 piercing
Melee Battle Axe +21, Damage 1d8+12 slashing
Ranged Composite Longbow +22, Damage 1d8+11 piercing
Abilities
Forager — While using Survival to Subsist, if the sentry rolls a failure or a critical failure, they get a success instead. If the sentry rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success.
Forest Walker — The sentry ignores the effects of difficult terrain from a forest environment. They can Sneak through underbrush without the need to attempt a Stealth check as long as the sentry moves no more than 5 feet at a time and isn't within 10 feet of an enemy at any point during their movement.
Sentry's Warning —
Hunt Prey (concentrate) — The sentry designates a single creature they can see and hear, or one they're Tracking, as their prey. The sentry gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey.
The first time the sentry hits the designated prey in a round, they deal an additional 1d8 precision damage. The sentry also ignores the penalty for making ranged attacks within their second range increment against the prey they're hunting.
These effects last until the sentry uses Hunt Prey again.
Protector of Arenway — The sentry can only cast its primal innate spells while on the Isle of Arenway.
Spells
Earthbind (rank 3)
Cleanse Affliction (rank 2)
Revealing Light (rank 2)
Speak with Animals (At Will) (rank 2)
Know the Way (rank 1)
Sigil (rank 1)
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