Stronghold Sentinal
Colossal Construct

HP: 150d10 (825)
Init: -3 Dex
Speed: 40 (can't run)
AC: 50 (-8 Size, -2 Dex, +60 Natural)
Attacks: 2 Slams +100
Damage: Slam 15d6+45
Face/Reach: 40 by 40/25
Special Attacks: Balistas
Special Qualities: Construct, magic immunity, antimagic field, DR 30/+7, Transformation
Saves: Fort +35, Ref +15, Will +30
Abilities: STR 100, DEX 5, CON -, INT 7, WIS 10, CHA 10
Skills: --

Alignment: Always True Neutral
Climate: Any
CR: 50
Advancement: 101-300 (colossul)



A Stronghold Sentinals’s creator can command it if they are within it's control room. If uncommanded, the Stronghold Sentinal reverts back to it's stronghold form.

Stronghold Sentinals do not need to breathe and are immune to most forms of energy.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except where noted below.  A Stone to Mud spell slows the sentinal for 1d2 rounds as per the Slow spell.

Antimagic Field (Ex):  A sentinal continuasly generates an antimagic field eminating from itself and extending out in a 100 foot radius.  No magic or spell like effects may operate within this field, save those generated by the sentinal itself.  This applies to it's sentinal form only.  Otherwise, this ability is treated as an Antimagic spell as cast by a 30th lvl caster.

Transformation (Ex):  A Stronghold Sentinal has two forms.  It's primary form is that of a large castle or stronghold, containing up to 20 Stronghold Spaces.  The second form is a colossal construct of roughly humanoid form.

Balista (Su): A Stronghold Sentinal in humanoid form is not deprived of any offensive weapons that are incorperated into it's stronghold form.  Ballistas, Boiling Oil, and the like are all still fully functional and under the sentinal's direct control while in humanoid form.  If these attack methods are magical (flaming burst balistas, for example), they remain so and operate normally within the antimagic field the sentinal generates.

Construction:A Stronghold Sentinal is considered the peak of stronghold construction.  Construction costs 1,000,000 gold not including the body, which is priced as a standard Stronghold.


Description
  The Stronghold Sentinal is the epitomy of stronghold construction and defense.  Normally, a stronghold is an inanimate structure, although some are capable of limited movement.  None the less, they are incapable of responding to outside influence directly.  Not so with the Sentinal.  While in it's dormant state, a Stronghold Sentinal appears to be exactly the same as any other large castle or stronghold.  However, any attacker that believes it is nothing more than a castle to be taken is sorely mistaken indeed.

  Built within the stronghold is a special command room, filled with all sorts of magical maps and other objects useful for planning.  In the center of this room, is a large throne like chair.  The Sentinals owner, or those designated by him, may take this seat and issue commands to the sentinal.  Although this is not a true telepathic link that would allow the commander to directly control the sentinal's actions, it is the only way to give simple commands to the massive construct.  Example commands include the order to transform from one mode to the other, or to attack using either the massive fists or the built in weapons, such as balistas.  When in humanoid form, these weapons are loaded and fired magically, and do not require manned crews to operate.  While commanding the sentinal, the controller sees through it's eyes, and is totally oblivious to those around him in the control room.  He may, however, disconnect himself from the sentinal at any time, such as if he was attacked, but doing so forces the sentinal to revert to it's stronghold form.

  The sentinal is capable of a slow lumbering gait, and of picking up large objects with it's rough hands, usually having no more than three "fingers" each.  While in humanoid form, the sentinal is capable of grappling similar sized foes, or any other mundane action normally allowable to a Stone Colossus.

  Although technically the same size catagory as a Colossus, the Stronghold Sentinal usually ranges from 30 to 50 percent larger, making one a truely impressive sight, even next to the colossi.

  Perhaps the greatest downfall of the Sentinal Strongholds are in their destruction.  When reduced to 0 hp, the sentinal has sustained so much damage that it collapses.  As it topples, the fall distance is so great that all rooms and contained items therein are totally unrecoverable, crushed beneath tons of rubble.  For this reason, sentinal mode is usually a last resort.  However, it should not be the very last card played, as every significant bit of damage done in stronghold mode (aka, walls destroyed, rooms demolished, etc) reduces the sentinal form's hp by 10% each.

  Sentinal Strongholds are incapable of healing damage done to them.  Any and all repairs are priced as repairs made to the stronghold.  Every 40 points of damage is equivolent to 1 SS demolished, determined randomly.  If more than 800 points of damage has been delt, yet the Sentinal still stands, consider all rooms as destroyed, but walls and other rudimentary structures such as the foundations remain.

  Any wall improvements, such as flaming or bladed walls remain in effect while in Sentinal mode.  This damage is applied to all slam attacks.  Any melee attack that would normally result in wall damage to the attacker still results in this damage.  Hence, a huge flaming Stronghold Sentinal, an ice Sentinal, or even a Sentinal of whirling blades is not uncommon.

  The Stronghold Sentinal is indeed the epitome of stronghold construct, and of constructs in general.  Sentinals are valid targets for the Awaken Construct spell.