Darklands Sentinel
System: Pathfinder | SRD
Darklands Sentinel
CR 2
Init +1
;
Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Listen +5, Spot +5
Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +4 natural, +1 size)
hp 16 (3d10)
Fort +3,
Ref +3,
Will +1
Immune electricity
Offense
Speed 10 ft., climb 10 ft.
Melee bite +5 (1d4+1)
Ranged shocking arc +4 (1d6 electricity)
Special Attacks flare, shocking arc
Statistics
Str 12,,
Dex 10,,
Con 11,,
Int 4,,
Wis 10,,
Cha 2
Base Atk +3
Feats Alertness
Skills Climb +9, Hide +4 (+12 in caverns), Listen +5, Spot +5
Special Abilities
Flare (Su) As a standard action once every 1d4 rounds, a Darklands sentinel can release a flare of dazzling light. This burst of light illuminates a 30-foot radius area for a split second. Any creature within this area must make a DC 11 Fortitude save or be dazzled for 1d6 rounds. Sightless creatures, as well as creatures already dazzled, are not affected by the light burst. Darklands sentinels are immune to the flares of their own kind. The save DC is Constitution-based.
No Breath (Ex) While a Darklands sentinel does actually breathe, it uses little oxygen and is capable of storing an adequate supply in its body to last it for months at a time. As a result, a Darklands sentinel is immune to the effects of harmful vapors (such as cloudkill spells) and cannot suffocate or drown.
Shocking Arc (Su) As a standard action, a Darklands sentinel can launch an arc of electricity up to 30 feet long as a ranged touch attack. Any creature struck by this attack takes 1d6 points of electricity damage. A Darklands sentinel receives a +3 circumstance bonus on attack roll against targets wearing metal armor, made out of metal, or carrying a large amount of metal. While underwater, a Darklands sentinel’s shocking arc acts instead as a burst of electricity. All creatures within 5 feet of the creature must make a DC 11 Reflex save or take 1d6 points of electricity damage. The save DC is Constitution-based.
Always N Small magical beast