Tuesday, February 19, 2019

Marble Sentinel, Alabaster

Marble Sentinel, Alabaster
CR 11                                                                                                                 XP: 12,800
NE Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +21
Aura authority (Will DC 16)
AC 23, touch 11, flat-footed 22 (+12 natural, +1 Dex)
HP 108 (16d10+20); fast healing 5
Fort +6, Ref +5, Will +7
DR 10/adamantine; Immune magic, construct traits
Speed 30 ft.
Melee +3 warscepter +24/+19/+14 (1d10+13/19–20/x3) or slam +21 (1d8+10)
Spell-Like Abilities (CL 16th) At will—charm person (DC 14), dispel magic, greater command (DC 18) 3/day—dimension door, hallucinatory terrain (DC 17), shield of law, wall of stone 1/day—dominate person (DC 18), haste
During Combat Marble sentinels are always equipped with exceptional weaponry. The Skyros and onyx sentinels fight in well-disciplined squads, working together in perfect precision as directed by the higher-ranking sentinels. Alabaster and bloodstone sentinels prefer to direct their forces from the rear, relying on magic and ranged attacks to augment the skyros and onyx sentinels. Ebon sentinels are typically sent on lone missions to hunt down enemy spellcasters, overcoming them with blasts of negative energy.
Str 25, Dex 12, Con -, Int 17, Wis 16, Cha 17
Base Atk +14; CMB +21; CMD 32
Skills Knowledge (history, nobility, religion) +17, Perception +21, Sense Motive +21
Languages Common, Celestial
Gear +3 warscepter
Aura of Authority (Su) An alabaster sentinel is constantly under the effects of a divine raiment spell. A DC 17 Will save negates its effects. The save DC is Charisma-based.
Immunity to Magic (Ex) An alabaster 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, as noted below. A transmute rock to mud slows an alabaster sentinel (as the slow spell) for 2d6 rounds, with no saving throw. Transmute mud to rock heals all of the sentinel’s lost hit points. A stone to flesh spell does not actually change the sentinel’s structure but does negate its damage reduction and immunity to magic for 2 rounds.
Since ancient times, the empires of Azlant have built mighty stone warriors to strengthen their armies and defend their cities. The secrets of these sentinels’ construction was given to the early empires by the newly born gods of law to help protect their growing civilizations and create security, but since then the sentinels have been used more and more often to further the ends of individual kingdoms and citystates. There are five types of sentinels, based on the type of stone and thus the magical methods used in their construction.
Unlike most other constructs, marble sentinels bear a spark of divine energy and thus actually possess some intelligence, while at the same time remaining utterly obedient to their nation. Aided by divine magic and armies of marble sentinels, the empires of Azlant quickly overwhelmed all lesser civilizations, forming unassailable dynasties. Unfortunately, the slow decline of the empires and the corruption of their rulers have kept them from replacing sentinels lost in battle or as a result of age. Rarely able to expand or replenish their fearsome tone armies, the empires are forced to overuse their remaining sentinels, further weakening their forces.
Many remaining city-states have crafted charters by which they agree not to send their sentinels against each other, since the cost of refurbishing damaged sentinels (or losing them altogether) is simply too great.
Alabaster Sentinel
The figure is tall, made of flawless white marble. It looks like a beautiful human noble of immaculate mien. You feel a profound sense of authority and potency in its presence. Standing above all the other marble sentinels, alabaster sentinels serve emperors directly and command whole legions of marble warriors. They are usually equipped with +3 warscepters.
Construction
Forming an alabaster sentinel’s body requires a single block of the most pristine and sacred white marble weighing at least 1,800 pounds, and a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 16th; Craft Construct (see MM, Chapter 6), animate objects, dimension dour, dispel magic, divine raiment*, dominate person, geas/quest, greater command, hallucinatory terrain, haste, miracle, shield of law, stone shape, wall of stone, creator must be 16th level; Price 152,000 gp; Cost 80,560 gp + 6,080 XP.

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