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Divine Warden of Pharasma

Creature 6 (uncommon) — construct, mindless

AnvilLANDconstructmindlessdivine

This divine warden serves Pharasma, the goddess of birth, death, and fate. It protects a temple or shrine to the Lady of Graves.

Source: pathfinder-monster-core-2

Perception +14; darkvision
Skills athletics +15
Str
+5
Dex
-2
Con
+4
Int
-5
Wis
+0
Cha
-5
Items Dagger
AC 24 Fort +17 Ref +11 Will +14
HP 95
Immunities mental
Speed 30 feet

Offense

Melee Dagger (agile, magical, versatile-s) +16, Damage 2d4+7 piercing

Abilities

Divine Destruction (divine, spirit) — When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 7d6 spirit damage per level. Each creature in the area must attempt a DC 21 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 — dagger, 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.
Mask of Fate (divine, misfortune) — The divine warden of Pharasma peers at a single creature within 60 feet through the eyes of its mask to alter its destiny. The target must attempt a DC 21 Will save.

Critical Success The target is unaffected.

Success The target takes a –1 status penalty to the next saving throw it attempts within the next minute against a divine effect from a divine warden of Pharasma or worshipper of Pharasma.

Failure For the next saving throw the target attempts within the next minute against a divine effect from a divine warden of Pharasma or worshipper of Pharasma, it rolls twice and takes the worse result.

Critical Failure As failure, but the misfortune effect applies to all applicable saving throws.
Divine Innate Spells DC 21, attack +13
Cantrips Divine Lance
Divine Focus Spells DC 21; 1 Focus Point
1st Death's Call, Healer's Blessing

WORKS WELL WITH

MenderLANDA cleric ally can channel healing through this construct's beacon ability, projecting support from the front line.
WeaverLANDA spellcaster benefits from the warden's death-burst pressure, which punishes anyone who lingers to finish it off.

PUNISHES

✖ standing still✖ low Will✖ melee reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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