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From Pathfinder #154: Siege of the Dinosaurs, which isn't enabled.

Sodden Sentinel

CREATURE 11

Variant zombie

Perception +15; darkvision
Skills Athletics +26
Str +8, Dex -1, Con +7, Int -5, Wis +0, Cha -2
Slow

A sodden sentinel is permanently Slowed 1 and can't use reactions.


AC 28; Fort +24, Ref +14, Will +19
HP 320, void healing; Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses vitality 15, slashing 15
Tainted Guts

When a sodden sentinel is reduced to 0 Hit Points, it explodes, dealing 6d6 bludgeoning damage to each creature in a 10-foot emanation (DC 30 basic Reflex save). A creature that fails this save is also Blinded for 1d4 rounds (1 minute on a critical failure).

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.


Speed 25 feet
Melee Fist +24 (unarmed), Damage 2d12+16 bludgeoning plus Improved Knockdown
Pummel the Fallen

A sodden sentinel's fist Strike deals an additional 2d6 damage to Prone creatures.

Seawater Retch (occult, water)

The sodden sentinel vomits up a supernaturally tainted wave of seawater in a 30-foot cone. Each living creature in the area takes 6d10 void damage (DC 30 basic Reflex save). It can't use Seawater Retch again for 1d4 rounds.

Improved Knockdown

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry

Effect The monster attempts to Trip the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Pathfinder #154: Siege of the DinosaursOGL