XP 1,200 DEFENSE
AC 18, touch 6, flat-footed 18 (–4 Dex, +8 natural, +4 shield) OFFENSE
Speed 10 ft. 1/day—shield TACTICSBefore Combat The shining sentinels activate their shield spells as soon they detect potential foes (already included in their statistics). During Combat The shining sentinels move to engage any creatures trying to cross the bridge. Morale The shining sentinels fight until destroyed, crumbling into gold-plated rubble when reduced to 0 hit points. STATISTICS
Str 18, Dex 3, Con —, Int —, Wis 9, Cha 7 Base Statistics
Without their shield spells, the shining sentinels have the following statistics: AC 14, touch 6, flat-footed 14. SPECIAL ABILITIESImmunity to Magic (Ex)A shining sentinel is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature. A transmute rock to mud spell deals 1d6 points of damage per caster level to a shining sentinel, with no saving throw. Transmute mud to rock, on the other hand, heals any lost hit points. A stone to flesh spell does not actually change the shining sentinel’s structure but negates its damage reduction and immunity to magic for 1 full round. Light Fortification (Ex)Whenever a sneak attack or critical hit is scored against a gold-clad creature, there is a 25% chance that the extra damage is negated and damage is rolled normally. Shatter Weapons (Ex)Whenever a character strikes a caryatid column with a weapon (magical or non-magical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality. Statue (Ex)A shining sentinel can stand perfectly still, emulating a statue. An observer must succeed on a DC 20 Perception check to notice the shining sentinel is alive. |