Sentinel Hut

This strange windowless cabin, with a steep thatched roof and a single door painted red, stands on an enormous pair of knobby legs.
 

Sentinel Hut (CR 8)

Huge Construct
Alignment: Neutral
Initiative: +3
Senses: Darkvision 60 feet, Low-Light Vision; Perception +0
  Speed: 30 feet
Space: 15 feet
 

Defense

Armor Class: 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, -2 size)
Hit Points: 95 (10d10+40)
Saving Throws: Fort +3, Ref +6, Will +3
dancing Evasion
Damage Reduction: 5/adamantine
Immunity: acid, cold, construct traits, magic
 

Offense

Melee: bite +15 (2d4+7 plus Grab), slam +15 (2d6+7)
Reach: 15 feet
  Special Attacks: stir crazy, Swallow Whole (1d2 Wisdom damage, AC 15, 9 hp), Trample (2d6+10, DC 22)
 

Statistics

StrDexConIntWisCha
25 (+7) 17 (+3) - - 11 (+0) 16 (+3)
Base Attack Bonus: +10
CMB +19 (+23 Grapple)
CMD 32
  Feats:
  Skills:
  Languages:
 

Special Abilities

Dancing Evasion (Ex)

The sentinel hut's dancing and hopping movements give it a +3 bonus on all Reflex saves.

Immune to Magic (Ex)

Sentinel huts are immune to any spell or spell-like ability that allows spell resistance, with the exception of spells with the fire descriptor, which affect it normally.

Stir Crazy (Su)

A victim swallowed whole by a sentinel hut is trapped in a plain, 10-foot-square room. A trapped creature is not considered grappled, and can move freely about the room. Every round, it is bombarded with a powerful psychic force that causes 1d2 points of Wisdom damage. To escape, the victim must deal damage on the sentinel hut's door (AC 15, 12 hp). Damage dealt to any part of the interior other than the door still adds to the damage dealt to the construct overall, but won't free the victim. If sufficient damage is dealt to the hut to destroy it (from without or within), the trapped creature is freed, but must succeed at a DC 22 Will save or be afflicted by insanity (Pathfinder RPG GameMastery Guide 250). Victims who break through the door from within are not subject to this latter effect.
 

Ecology

Environment: Any Land
Organization: solitary or unit (2-6)
Treasure: none

  Though few have seen Baba Yaga's Dancing Hut and lived to tell the tale, many scholars believe that these bizarre constructs, created by the White Witches of Irrisen, were modeled after their mother's miraculous artifact. Used primarily as sentinels on Irrisen's borders, these quaint hovels on stilt-like legs surprise passersby when they move in an almost comical dancing strut.
  Construction
  A sentinel hut must be made of the wood from a tree grown in Irrisen's eternal winter (an extraordinarily rare commodity) and thatch for the roof. Both wood and thatch must be treated with magical ointments and powders worth 1,000 gp.
  Sentinel Hut
  CL 10th; Price 33,000 gp
  CONSTRUCTION
  Requirements Craft Construct, animate object, cat's grace, confusion, geas/quest, jump, minor creation; Skill Craft (sculptures) DC 18; Cost 18,000 gp

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