This strange windowless cabin, with a steep thatched roof and a single door painted red, stands on an enormous pair of knobby legs.
XP 4,800 DEFENSEAC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size) OFFENSESpeed 30 ft. STATISTICSStr 25, Dex 17, Con —, Int —, Wis 11, Cha 16 SPECIAL ABILITIESDancing Evasion (Ex)The sentinel hut's dancing and hopping movements give it a +3 bonus on all Reflex saves. Immune to Magic (Ex)Sentinel huts are immune to any spell or spell-like ability that allows spell resistance, with the exception of spells with the fire descriptor, which affect it normally. Stir Crazy (Su)A victim swallowed whole by a sentinel hut is trapped in a plain, 10-foot-square room. A trapped creature is not considered grappled, and can move freely about the room. Every round, it is bombarded with a powerful psychic force that causes 1d2 points of Wisdom damage. To escape, the victim must deal damage on the sentinel hut's door (AC 15, 12 hp). Damage dealt to any part of the interior other than the door still adds to the damage dealt to the construct overall, but won't free the victim. If sufficient damage is dealt to the hut to destroy it (from without or within), the trapped creature is freed, but must succeed at a DC 22, Will save or be afflicted by insanity. Victims who break through the door from within are not subject to this latter effect. | Sentinel Hut Construction
A sentinel hut must be made of the wood from a tree grown in a place of eternal winter (an extraordinarily rare commodity) and thatch for the roof. Both wood and thatch must be treated with magical ointments and powders worth 1,000 gp. CL 10th; Price 33,000 gp CONSTRUCTION REQUIREMENTSFeats Craft Construct, animate object, cat's grace, confusion, geas/quest, jump, minor creation; Skill Craft (sculptures) DC 18; Cost 18,000 gp |