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Iron Warden

Creature 13 (uncommon) — construct, mindless

AnvilCrasherLANDconstructpoison

Traditionally crafted into the forms of giant suits of armor or powerful animals, iron wardens are products of exquisite artistry and skill. Their articulated joints and sturdy, armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don't rust over the ages. With proper care, iron wardens can remain in good shape for thousands of years, being passed down for generations, as long as they aren't destroyed by meddlesome adventurers. In add

Source: pathfinder-monster-core

Perception +21; darkvision
Skills athletics +30
Str
+8
Dex
-1
Con
+4
Int
-5
Wis
+0
Cha
-5
Items Steel Shield
AC 33 Fort +26 Ref +19 Will +22
HP 190
Immunities fire, mental
Resistances physical (except adamantine) 15
Speed 20 feet

Offense

Melee Fist (magical, reach-10, unarmed) +28, Damage 3d10+12 bludgeoning

Abilities

Shield Arm — The iron warden has a shield built into its arm, that it can use as a steel shield (+2 to AC and Hardness 5). Because it's a part of the iron warden, all damage in excess of its Hardness is dealt only to the iron warden.
Shield Block
Breath Poison (arcane, poison) — The iron warden exhales poisonous gas in a 10-foot burst centered on the corner of one of the iron warden's squares. The gas persists until the start of the warden's next turn. Any creature in the area (or that later enters the area) is exposed to the iron warden's poison.

The warden can't Breathe Poison again for 1d4 rounds.
Inexorable March — The iron warden Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it's damaged as if hit by the iron warden's fist.
Iron Warden Poison (poison) — Any drained value from this poison is reduced by 1 every hour

Saving Throw DC 33 Fortitude;

Maximum Duration 4 rounds

Stage 1 2d6 poison and Drained 1 (1 round)

Stage 2 4d6 poison and Drained 2 (1 round)

Stage 3 8d6 poison and Drained 3 (1 round)

WORKS WELL WITH

SniperLANDA ranged attacker can strike safely from outside this construct's reach while it advances and absorbs Reactive Strike-worthy attention.
SnareLANDA controller that clusters foes in the construct's path lets its poison burst and forced advance affect more targets at once.
WeaverLANDA caster can layer debuffs on foes already Drained and Sickened by the poison, compounding the pressure.

PUNISHES

✖ clumping✖ low Fortitude
Its modest Speed can leave faster allies outrunning it and fighting without its frontline support.
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.

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