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Glass SentryCreature 6


NMediumEarthElemental
Source Pathfinder #180: The Smoking Gun
Perception +14 (darkvision, tremorsense (imprecise) 60 feet)
Languages Terran
Skills Acrobatics +14, Stealth +14
Str +5, Dex +2, Con +4, Int +0, Wis +2, Cha +1

AC 24; Fort +16; Reflex +12; Will +14;
HP 114
Speed 25 feet (burrow 50 feet)
Immunities bleed, paralyzed, poison, sleep

Fist One Action +17 (+12, +7) to hit 2d8+8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense

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.

Glass Armor

When the sand sentry takes fire or lightning damage, its outer layer of sand fuses into sheets of hardened glass for 1 minute. This increases the sand sentry's AC to 26 and grants it resistance 5 to acid, cold, electricity, fire, force, piercing, and slashing damage. A sand sentry can't use earth glide while glass armor is active.

Blinding Sand

When the sand sentry critically hits with a fist Strike, the target is Blinded for 1 round.

Earth Glide

A sand sentry can Burrow through earthen matter, including rock. When it does so, it moves at its full burrow Speed, leaving no tunnels or signs of its passing.


Shifting back and forth between a detailed likeness of a human and a muted and featureless bipedal form, this creature of pure sand moves with an eerie grace. The sand sentry is often called upon by spellcasters to stand guard over an area of great importance-these elementals are patient participants in such roles, making them well suited for long-term service.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.