🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Sodden SentinelCreature 11


RareNEMediumUndead
Source Pathfinder #154: Siege of the Dinosaurs
Perception +15 (darkvision)
Languages none
Skills Athletics +26
Str +8, Dex -1, Con +7, Int -5, Wis +0, Cha -2

AC 28; Fort +24; Reflex +14; Will +19;
HP 320 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 15, Slashing 15

Fist One Action +24 (+19, +14) to hit 2d12+16 Bludgeoning

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.

Slow

A sodden sentinel is permanently Slowed 1 and can't use reactions.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Tainted Guts

When a sodden sentinel is reduced to 0 Hit Points, it explodes, dealing 6d6 bludgeoning damage to each creature in a 10-foot emanation (DC 30 basic reflex save). A creature that fails this save is also Blinded for 1d4 rounds (1 minute on a critical failure).

Pummel the Fallen

A sodden sentinel's fist Strike deals an additional 2d6 damage to Prone creatures.

Seawater Retch Two Actions (necromancy, occult, water)

The sodden sentinel vomits up a supernaturally tainted wave of seawater in a 30-foot cone. Each living creature in the area takes 6d10 negative damage (DC 30 basic reflex save). It can't use Seawater Retch again for 1d4 rounds.

Improved Knockdown Free Action

The monster can use Knockdown as a free action triggered by a hit with its initial attack.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.