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Meat Guardian

Creature 5 (uncommon) — construct, divine, golem, mindless

Pre-Remaster content. May include legacy alignment.

Source: blood-lords-bestiary (Pre-Remaster)

Perception +7
Skills athletics +15
Str
+4
Dex
-2
Con
+3
Int
-5
Wis
+0
Cha
-5
AC 20 Fort +14 Ref +9 Will +11
HP 60
Immunities electricity, magic
Resistances physical (except adamantine, slashing) 5
Speed 25 feet

Offense

Melee Jaws +15, Damage 2d10 + 4 piercing
Melee Claw +15, Damage 2d6 + 4 slashing
Melee Scythe +15, Damage 2d10 + 4 slashing

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 20 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).
Golem Antimagic — Harmed by fire (4d6 untyped, 1d8 untyped from areas or persistent damage); healed by electricity (area 1d6 healing HP); slowed by cold Golem Antimagic
Stench (aura, disease, olfactory) — 40 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Vulnerable to Gentle Repose — Casting a Peaceful Rest spell on a meat guardian causes it to grow stiff. The golem attempts a DC 20 Fortitude save. It's unaffected on a critical success, Slowed 1 for 1d4 rounds on a success, and on a failure is Immobilized and slowed for 1d4 rounds.
Faithful Weapon — Scythe 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.
Filth Fever (disease) — The Sickened and Unconscious conditions from filth fever can't end or be reduced until the disease is cured. Saving Throw DC 20 Fortitude Stage 1 carrier with no ill effect (1d4 hours) Stage 2 Sickened 1 (1 day) Stage 3 sickened 1 and Slowed 1 as long as it remains sickened (1 day) Stage 4 unconscious (1 day) Stage 5 dead
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

Divine Lance (rank 1)
Overstuff (rank 1)
Touch of Undeath (rank 1)

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