Arshean Warden
Creature 12 (uncommon) — construct, mindless
This divine warden serves Nethys, the neutral god of magic. It uses its divine gift to defend temples or shrines of Nethys. Created through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren't intrinsically bound to a fixed location, but they
Source: curtain-call-bestiary
Perception +23
Skills athletics +23
Str
+6
Dex
+7
Con
+5
Int
-5
Wis
+4
Cha
-5
AC 33
Fort +21
Ref +25
Will +20
HP 270
Speed 25 feet
Offense
Melee Fist +24, Damage 3d6+11 bludgeoning
Melee Flail +25, Damage 3d6+11 bludgeoning plus 1d6 fire
Abilities
Divine Destruction (divine, vitality) — When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 12d6 vitality damage. Each creature in the area must attempt a DC 32 Will save with the following outcomes.
**Critical Success** The creature takes half damage.
**Success** The creature takes full damage.
**Failure** The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes Enfeebled 1 and Stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC.
**Critical Failure** As failure, except the creature becomes Enfeebled 2 and Stupefied 2.
Faith Bound (divine) — A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive).
Faithful Weapon — Flail, greater striking rune
A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a Striking rune while the divine warden wields it; at 12th level, these effects are of a Greater Striking rune, and at 19th level, they're instead of a Major Striking rune.
Instrument of Faith — The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a Heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.
Spells
Captivating Adoration (rank 4)
Word of Freedom (rank 4)
Charming Touch (rank 1)
Divine Lance (rank 1)
Unimpeded Stride (rank 1)
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