Putrid Sentinels

Putrid Sentinels are said to have been a gift from a god of death to his followers, in particular as a way to protect his temples and treasures. They exist to guard particular areas and items, and if so much as a single piece of gold goes missing from their lairs, they will hunt the intruder to the ends of the earth. Even returning the stolen property is not enough to sate their bloodlust, only after they have killed all intruders will they return to their lairs.

Typically, Putrid Sentinels lay in hibernation, a may remain so for centuries. However, once a piece of their treasure is removed (unless they are told by their master that it was allowed) they immediately awaken and begin the hunt.

The creation of a Putrid Sentinel is complicated and perverse, with the main aspect being the cursing of two snakes. They remain in the body, fueled by a dark and evil spirit, controlling the corpse from the inside. The body must also be anointed with several rare oils, some of which can only be found in the deepest and most dangerous parts of the desert, and other ingredients, which in total cost 10,000 GP.

Putrid Sentinels can speak, but only in hushed, raspy voices. Speaking is very difficult for them, so they avoid it whenever possible and speak in short and simple sentences.

Medium Undead
Hit Dice: 27d12 (181)
Initiative: +6
Speed: 40 ft
Armor Class: 40 (+6 dex, +24 natural)
Base Attack/Grapple: +14/+24
Attack: 3 Slams (+25/+20/+15)
Damage: Slam (1d12+12+2d6 fire)
Space/Reach: 5ft/5ft
Special Attacks: Burning Curse, Curse of Blindness, Poison Bites, Spell-Like Abilities
Special Qualities: Damage Reduction 15/Holy, Spell Resistance 36, Spell-Turning, Turn Resistance 10, Fast Healing 5, Regenerate, Track Item or Intruder
Saves: Fort +13, Ref +19, Will +30
Abilities: Str 30, Dex 22, Con -, Int 7, Wis 16, Cha 20
Skills: Survival +33, Intimidate +35
Feats: Run, Weapon Focus (slam), Weapon Specialization (slam), Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, Track, Power Attack
Environment: Desert or Any
Organization: Solitary or with 2-5 others
Challenge Rating: 18
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: None
Level Adjustment: -

Burning Curse: When a Putrid Sentinel hits with a slam attack, the hit creature takes another 2d6 fire damage. For every following round, the creature must make a fortitude save (DC 29) or take another 2d6 fire damage, until the creature successful makes a save. No mundane means can stop this fire, not even smothering it or completely immersing the creature in water. A “Wish,” “Limited Wish,” “Miracle,” “Dispel Magic” or similar magic can remove the fire.

Curse of Blindness: A Putrid Sentinel can sacrifice any number of its attacks per a round, and instead make a ranged touch attack against a creature for every sacrificed attack. The targeted creatures must make a will save (DC 29) or be “Blinded” as per the spell. The blindness lasts for 24 hours, at which point the creature is allowed to make another will save. If the creature fails, the blindness becomes permanent, and no mortal magic can remove the blindness so long as the Putrid Sentinel still exists. In addition, the target’s eyes turn black. Many cultures recognize that those who have black eyes are targets of these creatures, and refuse to harbor them.

Poison Bites: A Putrid Sentinel can sacrifice any number of attacks per a round, and instead have the two snakes within stick their heads out from under the Putrid Sentinel’s skin, attack and retreat back into the body. These snakes cannot be attacked so long as the Putrid Sentinel is not destroyed, and any attempts to do so are instead considered to be attacks on the Putrid Sentinel. The snakes are considered to be small vipers.

Spell-Like Abilities: 3/Day Forcecage, Dimension Door, Telekinesis, Poison, Pyrotechnics, Obscuring Mist. These spells are cast as a 20th level sorcerer.

Spell-Turning: Any spell that fails to overcome a Putrid Sentinel’s spell resistance can, at the choice of the Putrid Sentinel, be turned, as the spell “Spell-Turning” cast by a 20th level sorcerer. The Putrid Sentinel knows all spells that failed to overcome its spell resistance, and exactly what it does, prior to deciding whether or not to turn the spell. Spells that cannot be turned are treated normally in regards to spell resistance.

Regenerate: If a Putrid Sentinel is destroyed, the snakes come out and try to find another corpse (using their hide skill to try to remain unnoticed). If they manage to find one, they dig into the body and on the next round it rises as a Putrid Sentinel, and resumes its task.

Track Item or Intruder: Anyone who leaves a Putrid Sentinel’s lair with an item it has been tasked to protect (unless otherwise instructed by its master) can be tracked anywhere in existence by the Putrid Sentinel. The Putrid Sentinel automatically knows where the creature, and item is, and will not relent until the thief is killed and the item is recovered. Its master may call the Putrid Sentinel off the hunt, and which point this ability ends. “Nondetection” and similar magic can block this ability, but the Putrid Sentinel will still follow through mundane means.

Related posts

Open Gaming License