|Date Created:||September 25, 2008|
|Editing:||Please feel free to edit constructively!|
Replicator Sentinel Edit
|Replicator Sentinel, Steel||Replicator Sentinel, Mithral||Replicator Sentinel, Adamantine|
|Size/Type:||Small Construct (Replicator)||Small Construct (Replicator)||Small Construct (Replicator)|
|Hit Dice:||6d10+20 (53 hp)||6d10+20 (53 hp)||6d10+20 (53 hp)|
|Speed:||40 ft. (8 squares)||50 ft. (10 squares)||40 ft. (8 squares)|
|Armor Class:||19 (+1 Dex, +5 natural, +3 deflection), touch 14, flat-footed 18||23 (+3 Dex, +7 natural, +3 deflection), touch 16, flat-footed 20||23 (+1 Dex, +9 natural, +3 deflection), touch 14, flat-footed 22|
|Attack:||Bite +9 melee (2d8+7)||Bite +10 melee (2d6+9)||Bite +11 melee (2d6+10)|
|Full Attack:||Bite +9 melee (2d8+7 plus 1d4 electricity) and 2 claws +7 melee (2d6+2 plus 1d4 electricity)||Bite +10 melee (2d6+9 plus 1d4 electricity) and 2 claws +8 melee (2d6+3 plus 1d4 electricity)||Bite +11 melee (2d6+10 plus 1d4 electricity) and 2 claws +9 melee (2d6+3 plus 1d4 electricity)|
|Space/Reach:||5 ft./5 ft.||5 ft./5 ft.||5 ft./5 ft.|
|Special Qualities:||Construct traits, DR 5/adamantine, darkvision 60 ft., fast healing 3, low-light vision, magic immunity, greater shield||Construct traits, DR 10/adamantine, darkvision 60 ft., fast healing 3, low-light vision, magic immunity, greater shield||Construct traits, DR 15/adamantine, darkvision 60 ft., fast healing 3, low-light vision, magic immunity, greater shield|
|Saves:||Fort +2, Ref +3, Will +4||Fort +2, Ref +5, Will +4||Fort +2, Ref +3, Will +4|
|Abilities:||Str 20, Dex 12, Con —, Int 4, Wis 14, Cha 1||Str 22, Dex 16, Con —, Int 4, Wis 14, Cha 1||Str 24, Dex 12, Con —, Int 4, Wis 14, Cha 1|
|Skills:||Listen +6, Spot +7||Listen +6, Spot +7||Listen +6, Spot +7|
|Feats:||Alertness, Improved InitiativeB, Multiattack||Alertness, Improved InitiativeB, Multiattack||Alertness, Improved InitiativeB, Multiattack|
|Organization:||Solitary, battle group (2-5) or batallion (1 dreadnaught and 11-20 sentinels)||Solitary, battle group (2-5) or batallion (1 dreadnaught and 11-20 sentinels)||Solitary, battle group (2-5) or batallion (1 dreadnaught and 11-20 sentinels)|
|Alignment:||Always neutral||Always neutral||Always neutral|
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Strange mechanic whirring and the clatter of a thousand metal feet preceeds a wave of these mechanical insects. Almost demonic in the voracity with which they propagate and replicate, they do not distinguish good from evil and have no qualms about mining people as well as materials.
Sentinels are the replicators' main defense. They are comprised of 7,940 monads working together, compacted into the shape of a large ant-like insect with scythe like front limbs and large, powerful pincers. Sentinels are 7 and a half feet tall and 4 feet long and wide. They weigh approximately 320 pounds (or half that much when the base material is mithral). Sentinels are battle-type replicators and do not possess cutters.
Sentinels are the replicators' soldiers and are dispatched to the frontlines when drones prove insufficient in battle against an enemy. They are assembled solely for battle. Their attacks are charged with energy from the sentinel's systems.
Fast Healing (Ex): When replicators get damaged, they attempt to absorb remnant monads from destroyed replicators into their subsystems, as well as shift the monads of their own body back into alignment, with limited effect. A sentinel regains 3 hit points at the start of every turn.
Magic Immunity (Ex): The strange magical energies that power individual monads have an arcane dampening effect that blocks the effects of most arcane and divine magics, with the following exceptions. Both chill metal and heat metal have the same effects upon a replicator as a slow spell, and a shatter spell deals normal damage to them.
Greater Shield (Su): Replicator sentinels have personal shielding that give it a +3 deflection bonus to AC and that have a total of 30 hit points when fully charged. The shield absorbs all damage from any attack. The shield cannot absorb more damage than it has hit points at any time, and against damage that penetrates the shields normal damage reduction still applies. A sentinel's shielding regains 15 hit points at the beginning of every turn.