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Wildwood Sentry



Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Wildwood SentryCreature 9

Uncommon Medium Human Humanoid 
Source Pathfinder #203 Shepherd of Decay pg. 10
Perception +20
Languages Common, Fey
Skills Forest Lore +16, Medicine +18, Nature +20, Stealth +20, Survival +20
Str +4, Dex +4, Con +2, Int +1, Wis +4, Cha +0
Forager While using Survival to Subsist, if the sentry rolls a failure or a critical failure, they get a success instead. If the sentry rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success.
Forest Walker The sentry ignores the effects of difficult terrain from a forest environment. They can Sneak through underbrush without the need to attempt a Stealth check as long as the sentry moves no more than 5 feet at a time and isn't within 10 feet of an enemy at any point during their movement.
Items +1 composite longbow (20 arrows), battle axe, dagger, leather armor
AC 28; Fort +18, Ref +20, Will +18
HP 155
Sentry's Warning [reaction] Trigger The sentry is about to roll Perception or Survival to determine their initiative; Effect The sentry visually or audibly warns allies, granting them a +1 circumstance bonus to their initiative rolls. Depending on how the sentry warns allies, this action has the auditory or visual trait.
Speed 25 feet
Melee [one-action] dagger +21 [+17/+13] (agile, finesse, versatile S), Damage 1d4+12 piercingMelee [one-action] battle axe +21 [+16/+11] (sweep), Damage 1d8+12 slashingRanged [one-action] composite longbow +22 [+17/+12] (deadly 1d10, magical, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+11 piercingPrimal Innate Spells DC 25, attack +17; 3rd cleanse affliction, earthbind; 2nd revealing light, speak with animals (at will); Cantrips (3rd) know the way, sigil
Hunt Prey [one-action] (concentrate) The sentry designates a single creature they can see and hear, or one they're Tracking, as their prey. The sentry gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the sentry hits the designated prey in a round, they deal an additional 1d8 precision damage. The sentry also ignores the penalty for making ranged attacks within their second range increment against the prey they're hunting. These effects last until the sentry uses Hunt Prey again.Protector of Arenway The sentry can only cast its primal innate spells while on the Isle of Arenway