The silent sentinel

*A long crimson cloak drapes over the form of this large faceless being, which floats just above the ground on footless legs as its menacing flail crackles with blue currents of electricity.*

## The silent sentinel CR 30

**Source** *Pathfinder #64: Beyond the Doomsday Door pg. 84**(Amazon)*

**XP** 51,200

multiple gender (male, female and genderless) unique End’s Voice

NG Colossal outsider (extraplanar, good)

**Init** +7; **Senses** blindsense 120 ft., darkvision 60 ft., *detect thoughts*, *detect lies*, *detect poison*, low-light vision, trueseeing;*detect evil*, zealous vision, Perception +21

**Aura** primal (30 ft.), protective

### Defense

**AC** 31, touch 15, flat-footed 27 (+3 Dex, +1 dodge, +2 insight, +16 natural, –1 size; never surprised or flat-footed)

**hp** 325 (18d10+126); regeneration 20 (evil artifacts, effects, and spells)

**Fort** +38, **Ref** +31, **Will** +39

**Defensive Abilities** never surprised; **DR** 20/magic, law, epic and evil; **Immune** ability damage and drain, charm and compulsion effects, confusion, death effects, disease, electricity, energy drain, insanity, petrification and poison; **Resist** acid 30, cold 30, fire 30, sonic 30; **SR** 41

### Offense

**Speed** 90 ft., fly 60 ft. (average), climb 30 ft.

**Melee** *+6 shock heavy flail*+43/+38/+23/+18 (2d8+7/17–20 plus 1d6 electricity and maddening strike), unarmed strike +41/+36/+31/+26 (2d10+8), *+6 quarterstaff* +44/+39/+34/+29 (1d8+13), flurry of blows +38/+38/+33/+33/+28/+28/+23 (2d10+8),*Cicatrix* +50/+45/+40/+35 (1d6+17/17–20 plus 1 bleed and 2d6 *vicious*),*+6 holy cold iron club* +48/+43/+38/+33 (1d8+18/15–20), gore +43 (2d8+18),*Aizerghaul*+52/+47/+42/+37 (2d8+28/19–20/×3)

**Ranged** *Cicatrix* +47 (1d6+17/17–20 plus 1 bleed),*+6 evil outsider bane composite longbow* +51/+46/+41/+36 (2d6+14/19–20/×4)

**Space** 40 ft., **Reach** 40 ft.

**Special Attacks** destructive aura, shatter spells, stunning fist (8/day, DC 22), smite evil 7/day (+5 attack and AC, +20 damage, *disintegrate* evil outsiders), greater slaying arrow, horned lord’s charge, powerful charge (gore, 4d8+13 and horned lord’s charge), wild shape (as 20th level druid)

**Spell-Like Abilities** (CL 18th; concentration +24)

Constant—*foresight*(self only), *true seeing*(self only),*detect evil*, *detect thoughts*, *foresight*\*, *sanctuary*\* (DC 25), *water walk,detect lies*, *detect poison*, *freedom of movement*

At will—*arcane eye*, quickened *bleed*(DC 16), *hideous laughter*(DC 18), *knock*, *magic missile*, *shatter*(DC 18), *telepathic bond*, *touch of idiocy*, *true strike, augury*, *bless*\*, *calm animals* (DC 25), *calm emotions* (DC 26), *cure serious wounds*\*, *greater teleport*, *mirror image*\*,*command*\* (DC 16), *greater teleport*, *haste*\*, *paladin’s sacrifice*, *pain strike* (DC 18),*greater teleport*,  *haste*\*, *true strike*\*,

5/day—*confusion*(DC 20), *contact other plane*(see below), *feeblemind*(DC 21), *greater teleport*(self plus 50 lbs. of objects only), *mind fog*(DC 21), *nightmare*(DC 21), *phantasmal killer*(DC 21)

1/day—*break enchantment*, *disintegrate*(DC 22), *harm*(DC 22), *insanity*(DC 23), *mage’s disjunction*(DC 25), *mass invisibility*, *moment of prescience*, *power word kill*, *weird*(DC 25),*divination*, *mad monkeys*, quickened *mirror image*\*, *neutralize poison*, *true seeing*, *wall of force*\*,*antimagic field*, *moment of prescience,* *discern location*, *geas/quest* (DC 21), *heal*, *holy word*\* (DC 22), *mark of justice* (DC 20), *mass pain strike'***(DC 20),***searing light*\*,*break enchantment*\*, *breath of life*\*, *dimensional anchor* (DC 19), *mage’s disjunction*\* (DC 24), *time stop*\*,

**Druid Spells Prepared**(CL 20th; concentration +26)

9th—*elemental swarm*, *foresight*, *summon nature’s ally IX* (2)

8th—*control plants* (DC 24), *repel metal or stone*, *sunburst* (DC 24), *whirlwind* (DC 24)

7th—*control weather*, *creeping doom* (DC 23), *heal*, *sunbeam* (DC 23)

6th—*antilife shell*, *greater dispel magic* (2), *move earth*, *wall of stone* (DC 22)

5th—*atonement*, *baleful polymorph* (DC 21), *deathward*, *transmute rock to mud*, *wall of thorns*

4th—*cure serious wounds* (2), *freedom of movement*, *rusting grasp*, *true form* (DC 20)

3rd—*call lightning* (DC 19), *cure moderate wounds*, *neutralize poison* (2), *remove disease*

2nd—*chill metal* (DC 18), *fog cloud*, *heat metal* (DC 18), *lesser restoration*, *resist energy* (2)

1st—*calm animals* (DC 17, 2), *cure light wounds* (2), *pass without trace* (2)

0—*create water*, *mending*, *purify food and drink*, *read magic*

\* The silent sentinel can use the mythic version of this ability in his realm.

### Statistics

**Str** 38, **Dex** 37, **Con** 34, **Int** 37, **Wis** 36, **Cha** 32

**Base Atk** +18; **CMB** +23 (+25 sunder); **CMD** 39 (41 vs. sunder, can’t be tripped)

**Feats** Combat Casting, Combat Expertise, Dodge, Improved Critical (heavy flail), Improved Initiative, Improved Iron Will, Improved Sunder, Iron Will, Weapon Focus (heavy flail)

**Skills** Disable Device +18, Fly +16, Intimidate +24, Knowledge (geography) +18, Knowledge (history) +21, Knowledge (religion) +21, Perception +21, Sense Motive +21, Spellcraft +18, Stealth +17, Use Magic Device +24; **Racial Modifiers** +4 Acrobatics when jumping

**Languages** Aklo, Ancient Osiriani, Azlanti, Common, Cyclops, Draconic, Orvian; telepathy 300 ft.

**SQ** madness, no breath, abundant step, change shape (avoral or any humanoid, *shapechange*), combat style master, empyreal lord traits, ki pool (22 points; adamantine, epic, good, lawful, magic, mythic, silver), lay on hands (15d6, 29/day), seed of life, tranquil master, change shape (any humanoid, *alter self*), empyreal lord traits, perfect archer

### Ecology

**Environment** any (Elysium, Heaven or Nirvana)

**Organization** solitary (unique)

**Treasure** standard (Large *+6 shock heavy flail*, other treasure)

### Special Abilities

**Adaptable Life Force (Su)** Any effect that heals living creatures and harms undead or heals undead and harms living creatures (such as cure spells, inflict spells, and channeled energy) always heals the herald, even if the source of the power intended to harm it.

**Contact Other Plane (Sp)** This ability functions as the spell *contact other plane*, but the herald can only ask questions on the behalf of another creature, the questioner (not the herald) must make the Intelligence check (if any) to avoid losing Intelligence or Charisma, and the loss is permanent rather than temporary.

**Destructive Aura (Su)**As a swift action, the herald can emit a 30-foot aura of destruction for 15 rounds per day. All attacks made against targets in this aura (including the herald) gain a +7 morale bonus on damage rolls, and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

**Maddening Strike (Su)** If the herald successfully hits a creature with its flail, as a swift action it may force the opponent to make a DC 25 Will save. If the creature fails its save, it is confused for 1 round. The save DC is Charisma-based.

**Madness (Ex)** The herald uses its Charisma modifier on Will saves instead of its Wisdom modifier, and is immune to insanity and confusion effects. Only a *miracle*or *wish*can remove its madness. If this occurs, the herald gains 6 points of Wisdom and loses 6 points of Charisma; it automatically reverts to its insane state 1d10 minutes later.

**Telepathic Bond (Sp)** This ability functions like *telepathic bond*, except any creature linked to the herald’s disturbing thoughts takes 1 point of Wisdom damage every 10 minutes.

**Combat Style Master (Ex)** The silent sentinel can attack with unarmed strikes and perform flurry of blows as a 20th-level monk. Like a monk, he adds his Wisdom bonus to his AC and CMD. As a swift action, Korada may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style and so on) as if he had the first feat in the feat path for that combat style. By expending 2 points of ki, he may use any two feats from his current combat style’s feat path for the next minute; if he changes his stance, the previous stance’s feats become unavailable but he may use feats from the new stance.

**Primal Aura (Su)** The silent sentinel’s primal aura radiates calm and tranquility, automatically suppressing any non-mythic charm or compulsion effect on any creature within its area. Any creature in his aura (including him) can deal nonlethal damage with weapons without taking the –4 penalty on attack rolls for doing so. Whenever The silent sentinel would be affected by a bleed effect, all enemies within 30 feet gain that bleeding condition instead, as though they were the effect’s original targets (no saving throw, creatures immune to bleeding are immune to this effect). The Heal DC to stop this bleeding is 25.  Any summoned animal or creature summoned by *summon nature’s ally* gains a +4 enhancement bonus to its Strength and Constitution while within The silent sentinel’s aura. Any such creature summoned within his aura obeys him as if he had summoned it (if given conflicting orders, the creature obeys The silent sentinel instead of its summoner).

**Shatter Spells (Su)** The silent sentinel can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike. He must succeed at a melee touch attack against the creature or effect and expend 2 points of ki. If the attack hits, the creature or effect is subject to targeted *greater dispel magic* (CL 20th). If he dispels an effect, he suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.

**Tranquil Master (Su)** The silent sentinel may attack without breaking his sanctuary spell-like ability so long as he only attempts to deal nonlethal damage.

**Smite Evil (Su)** The silent sentinel can smite evil as a 20th-level paladin. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to *disintegrate*, using The silent sentinel’s paladin level as the caster level. After the *disintegrate* effect and the damage from the attack are resolved, the smite effect immediately ends.

**Zealous Vision (Su)** The silent sentinel automatically pinpoints the location of any evil creature within 1,000 feet of her.

**Greater Slaying Arrow (Su)** Cernunnos can spend 1 minute crafting any kind of *greater slaying arrow* (DC 32). He can have only one such arrow at a time, and it only functions for him. The save DC is Charisma-based.

**Horned Lord’s Charge (Ex)** An opponent hit by The silent sentinel’s powerful charge must succeed at a DC 39 Fort save or be exhausted, sickened or stunned (The silent sentinel’s choice) for 1d4 rounds. The save DC is Constitution-based.

**Lightning Rod (Su)** The silent sentinel absorbs and negates any electricity effect that targets him or includes him in its area. As an immediate action on his next turn, he can release this energy to grant the *shock*weapon special ability to all weapons wielded by his allies within 30 feet for 1 round.

**Perfect Archer (Ex)** The silent sentinel does provoke attacks of opportunity for firing bow weapons in melee. He threatens squares out to his normal reach when wielding a bow. He automatically creates arrows when firing a bow and treats any bow he wields as if it had a range increment of 500 feet.

**Spells** The silent sentinel casts spells as 20th-level druid.

**Unbound (Su)** The silent sentinel is immune to any effects that restrict or force extradimensional movement upon him, such as *banishment* or *dimensional anchor*. He may allow these effects to affect him.

The **Waybringer** **The Waybringer**  is a quarterstaff, the head of which consists of a double blade akin to a crescent moon. This blade is made of ivory, but is razor sharp and as hard as adamantine (and possesses all the qualities of that material). It is a *+6* dragon-*bane holy wounding*quarterstaffcapable of inflicting particularly horrible and painful wounds on dragons,evil-aligned targets and devils alike. Such a creature must succeed at a DC 38 Fortitude save each time it’s wounded by The Waybringer or be sickened with pain for as long as the damage caused by the wound persists. Whether the save succeeds or fails, these wounds don’t heal naturally and resist magical healing. A character attempting to heal these wounds must succeed at a DC 32 caster level check or the healing has no effect on the injured creature.

# The silent sentinel’s Faith

The silent sentinel is worshiped by good fey, awakened animals and mortal clerics and monks seeking inner peace. Many who have lived with constant violence pray to The slient sentinel for guidance in finding balance; others are inspired by his light heart and willingness to confront wickedness with compassion and humor. Many who worship him are once-evil creatures who chose the path of redemption, as well as paladins who strayed and are working to stay true to the path of righteousness and mercy. The empyreal lord’s sacred places are diplomatic embassies, mountain monasteries and wells.

The silent sentinel’s holy symbol is two devotees kneeling before a lotus or a golden monkey with three tails. His favored weapon is the unarmed strike.

His clerics have access to the domains of Good, Healing, Magic, and Protection and the subdomains of Agathion, Defense, Divine and Restoration.

The silent sentinel is the patron of devotion, sacrifice, and scars. Those who follow her number among the most zealous crusaders, the most unshakable priests, and the most incorruptible judges. They view their goddess as an exemplar and a leader who sacrifices for them in ways they can never match. The silent sentinel and by extension her worshipers, is extremely strict when it comes to adhering to her tenets of living an austere and principled life wholly devoted to combating evil.

Those who diverge from The silent sentinel’s teachings are expelled from her orders, but encouraged to do good in the world under the service of gentler masters. Though The silent sentinel doesn’t expect all of her followers to perform the same self-mortification that she does, tattoos, scarification and flagellation are common among her servants, especially her most devoted priests. Even those who don’t engage in ritual bloodletting typically wear long red ribbons, symbolic of the empyreal lord’s eternal wounds.

The silent sentinel’s holy symbol is a scarred golden breastplate. Her favored weapon is the dagger.

Her clerics have access to the Destruction, Good, Healing and Law domains and to the Rage and Resurrection subdomains.

Good fey, intelligent plant creatures, and mortal rangers and druids worship The silent sentinel. Elven fighters and rogues often view him as a patron of luck and good fortune, but others pray to him for strength against evil. His sacred places are secluded groves, waterfalls, and deep forests.

The silent sentinel’s holy symbol is the head of a stag, ram or similar horned creature with torcs or rings hanging from its horns. His favored weapon is the longbow. He grants access to the Animal, Chaos, Good and Plant domains and access to the Azata, Feather, Fur and Growth subdomains.