Variant Ship Sentinels

System: Pathfinder | SRD

Variant Ship Sentinels CR 7
XP 3200
Init +9 ; Senses darkvision 60 ft., low-light vision, ship sight; Perception +6
Defense
AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
hp 68 (7d10+30)
Fort +2, Ref +7, Will +8
DR 5/slashing or piercing
Immune construct traits
Weaknesses vulnerable to fire
Offense
Speed 30 ft., swim 30 ft.
Melee mwk spear +11/+6 (2d6+6 plus salted wound/×3) or 2 slams +10 (1d6+4 plus salted wound)
Ranged light ballista +12 (3d8 plus salted wound /19–20). See Chapter 3 of Pathfinder RPG Ultimate Combat for additional details on siege engines.
Space 10 ft., ; Reach 10 ft.
CMB +12 CMD 27
Statistics
Str 19,, Dex 21,, Con —,, Int —,, Wis 23,, Cha 16
Base Atk +7
Feats Improved Initiative B
Special Abilities
Salted Wound (Su) Any living creature damaged by a ship sentinel must make a successful DC 16 Fortitude save or take a –1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. On a successful critical hit, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration. The save DC is Charisma-based.
Ship Sight (Su) A ship sentinel is treated as having tremorsense out to 100 feet while onboard a ship, as its senses permeate the vessel’s timbers. It can only detect creatures in contact with the vessel or on objects in contact with the vessel. It cannot use this ability to detect creatures not in contact with the ship, even if they are within the ability’s 100-foot radius.

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