Crystalline Sentinel

Level 11
Creature· earthRareMediumLegacy
AC
30
HP
195
Speed
20 ft.
Perception
+20
Fort
+22
Ref
+18
Will
+22
Immunities bleed, paralyzed, poison, sleep
Resistances cold 10, electricity 10, fire 10
Weaknesses bludgeoning 10, sonic 10
Languages common, draconic, petran
Senses darkvision, tremorsense 60 ft. (imprecise)
Skills athletics +22, stealth +22, survival +22
Other Speeds burrow 20 ft.
Recall Knowledge DC 33 (nature)

Attacks

Melee Jaw +24 (deadly-d10), Damage 2d12+13 piercing
Melee Claw +24 (agile, unarmed), Damage 2d8+13 slashing

Abilities

Tremorsense (Imprecise) 60 feetinteraction
All-Around Vision
Claw Frenzy◆◆

The Crystalline Sentinel makes three claw Strikes; no more than two can be against the same target. These attacks count toward it's multiple attack penalty, but the penalty doesn't increase until after all the attacks have been made.

Crystal Corruption

Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic.

Saving Throw DC 30 fortitude

Stage 1 sickened 1 (1 hour)

Stage 2 weakness 5 to sonic and Sickened 1 (1 day)

Stage 3 weakness 5 to sonic and Slowed 1 (1 day)

Stage 4

Crystal Splinter

On a critical hit with a claw Strike, the crystalline sentinel inflicts 2d6 persistent bleed damage.

Earth Glide

The xorn can Burrow through any earthen matter, including rock. When it does so, the xorn moves at its full burrow Speed, leaving no tunnels or signs of its passing.

These squat, rotund elementals have three legs, three arms, three eyes, and one massive maw, which they fill with the gems and metals they find so delicious.


Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.