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<blockquote data-quote="SteelDraco" data-source="post: 1553734" data-attributes="member: 359"><p><strong>I mean, CLEARLY...</strong></p><p></p><p>Sentinel Golem Mark I</p><p>Large Construct</p><p>Hit Dice: 10d10+30 (85 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 24 (-1 size, +1 Dex, +14 natural) touch 10, flat-footed 23</p><p>Base Attack/Grapple: +7/+20</p><p>Attack: Slam +14 melee (2d8+9)</p><p>Full Attack: 2 slams +14 melee (2d8+9)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Eye beams, improved grab, knockout gas</p><p>Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft. detect mutants, low-light vision</p><p>Saves: Fort +3, Ref +4, Will +4</p><p>Abilities: Str 28, Dex 12, Con --, Int --, Wis 12, Cha 1</p><p>Skills: --</p><p>Feats: --</p><p>Environment: Any</p><p>Organization: Solitary or squad (2-4)</p><p>Challenge Rating: 8</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 11-16 HD (Large), 17-24 (Huge)</p><p>Level Adjustment: --</p><p></p><p>Detect Mutants (Su): At will, a sentinel golem can detect mutants within a 60' cone. This functions as Detect Evil, save that it detects mutant auras instead of evil.</p><p></p><p>Eye Beams (Su): At will, a sentinel golem can project rays of concentrated heat from its eyes. This is a ranged touch attack, effective up to 90' away, with no range increment. A successful hit deals 4d8 points of fire damage.</p><p></p><p>Improved Grab (Ex): To use this ability, a sentinel golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.</p><p></p><p>Knockout Gas (Ex): Sentinel golems are equipped with a powerful sedative poison gas, which they use on captured mutants. A grappled target can be exposed to this gas as a standard action; it is ineffective against targets that have not been grappled. Anyone targeted by this knockout gas must make a Fortitude save (DC 14 + 1/2 the sentintel golem's hit dice, typically 19). A failed save causes unconciousness for 1d4 hours. A Neutralize Poison or similar spell is required to wake the target during this period; normal attempts to wake them will be ineffective.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 1553734, member: 359"] [b]I mean, CLEARLY...[/b] Sentinel Golem Mark I Large Construct Hit Dice: 10d10+30 (85 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 24 (-1 size, +1 Dex, +14 natural) touch 10, flat-footed 23 Base Attack/Grapple: +7/+20 Attack: Slam +14 melee (2d8+9) Full Attack: 2 slams +14 melee (2d8+9) Space/Reach: 10 ft./10 ft. Special Attacks: Eye beams, improved grab, knockout gas Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft. detect mutants, low-light vision Saves: Fort +3, Ref +4, Will +4 Abilities: Str 28, Dex 12, Con --, Int --, Wis 12, Cha 1 Skills: -- Feats: -- Environment: Any Organization: Solitary or squad (2-4) Challenge Rating: 8 Treasure: None Alignment: Always neutral Advancement: 11-16 HD (Large), 17-24 (Huge) Level Adjustment: -- Detect Mutants (Su): At will, a sentinel golem can detect mutants within a 60' cone. This functions as Detect Evil, save that it detects mutant auras instead of evil. Eye Beams (Su): At will, a sentinel golem can project rays of concentrated heat from its eyes. This is a ranged touch attack, effective up to 90' away, with no range increment. A successful hit deals 4d8 points of fire damage. Improved Grab (Ex): To use this ability, a sentinel golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. Knockout Gas (Ex): Sentinel golems are equipped with a powerful sedative poison gas, which they use on captured mutants. A grappled target can be exposed to this gas as a standard action; it is ineffective against targets that have not been grappled. Anyone targeted by this knockout gas must make a Fortitude save (DC 14 + 1/2 the sentintel golem's hit dice, typically 19). A failed save causes unconciousness for 1d4 hours. A Neutralize Poison or similar spell is required to wake the target during this period; normal attempts to wake them will be ineffective. [/QUOTE]
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