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Divine Warden Of Nethys

Creature 5 (uncommon) — construct, mindless

Pre-Remaster content. May include legacy alignment.

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: pathfinder-bestiary-3 (Pre-Remaster)

Perception +11
Skills athletics +14
Str
+5
Dex
-2
Con
+4
Int
-5
Wis
+0
Cha
-5
AC 22 Fort +15 Ref +9 Will +11
HP 60
Speed 30 feet

Offense

Melee Fist +14, Damage 2d8+7 bludgeoning
Melee Staff +14, Damage 2d4+7 bludgeoning

Abilities

Divine Destruction (divine, void) — When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 void damage. Each creature in the area must attempt a DC 19 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 — Staff, 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.
Grab — Grab

Spells

Cry of Destruction (rank 1)
Daze (rank 1)
Protector's Sacrifice (rank 1)

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