Sol Sentinal (3.5e Creature)
From D&D Wiki
 Sol Sentinal
|Hit Dice:||14d12 (108 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||28 (+5 Dex, +8 natural), touch 15, flat-footed 18|
|Attack:||Slam +12 melee (1d8+12)|
|Full Attack:||Slam +12 melee (1d8+12)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Improved Grab|
|Special Qualities:||Darkvision 60 ft., Deathless Traits|
|Saves:||Fort +5, Ref +8, Will +9|
|Abilities:||Str 20, Dex 20, Con —, Int -, Wis 12, Cha 6|
|Skills:||Balance +9, Climb +9, Jump +9, Spot +8|
|Organization:||Solitary, warden squad (2–4), or guardian detail (6–10)|
|Advancement:||15–21 HD (Medium); 22–28 HD (Large)|
Sol sentinals are one of the sol deathless, they are mindless and are commonly used as guardians or defenders. They are normally found protecting benevolent orders or being a bodyguard to particular individuals. Since they are deathless they actually quite rare and are never seen without and weapons.
Improved Grab (Ex): To use this ability, a sol sentinal must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
 To create a sol sentinal
To process of creating a sol sentinal is a time consuming one. Firstly, must be acquired and is normally prefered to be metal. The corpse becoming a sol sentinal is required to wear this armor after it has thoroughly been soaked in blood. Next, three white onyxs, worth about 50gp (not including the ones required for casting raise deathless and create deathless) must be placed within the mouth and the palm of both hands. This must all be done after midnight but before dawn. After dawn, the following spells must be casted:
After casting the last spells the ritual should be complete and a sol sentinal should have risen which is completely loyal to its master.
This ritual can be done on and off, it only requires the caster to be there to cast the spells and more than one can be created (but more white onyxs and spells will be required).