Arshean Warden
Creature 12 (uncommon) — construct, mindless
CrasherAnvilLANDconstruct
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; darkvision
Skills athletics +23
Str
+6
Dex
+7
Con
+5
Int
-5
Wis
+4
Cha
-5
Items Flail
AC 33
Fort +21
Ref +25
Will +20
HP 270
Immunities mental
Speed 25 feet
Offense
Melee Fist (agile, unarmed) +24, Damage 3d6+11 bludgeoning
Melee Flail (disarm, magical, sweep, trip) +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.
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.
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.
Divine Innate Spells DC 32, attack +24
Cantrips Divine Lance
Divine Focus Spells DC 32, attack +24; 2 Focus Points
4th Captivating Adoration, Word of Freedom
1st Charming Touch, Unimpeded Stride
WORKS WELL WITH
WeaverLANDTerrain and zone control herds creatures into the Crasher's reach and the lethal radius of its death-burst detonation.
MenderLANDSustained healing offsets the Crasher's frontline attrition, and a divine caster can channel Heal directly through the construct.
SniperLANDRanged fire from behind the Crasher's durable front line capitalises on the tripped and disarmed foes the sweep trait creates.
PUNISHES
✖ clumping✖ melee rush✖ disarm targets
Works well with · Punishes · Pairing advice
Unlock with Tactics
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