Meat Guardian
Creature 5 (uncommon) — construct, divine, golem, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstructgolem
Source: blood-lords-bestiary (Pre-Remaster)
Perception +7; darkvision
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, mental
Resistances physical (except adamantine, slashing) 5
Speed 25 feet
Offense
Melee Jaws (magical, unarmed) +15, Damage 2d10 + 4 piercing plus Filth Fever
Melee Claw (agile, magical, unarmed) +15, Damage 2d6 + 4 slashing plus Filth Fever
Melee Scythe (deadly-d10, magical, trip) +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.
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
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
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.
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
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.
Divine Innate Spells DC 20, attack +12
Cantrips Divine Lance
Divine Focus Spells DC 20, attack +12; 1 Focus Point
1st Overstuff, Touch of Undeath
WORKS WELL WITH
MenderLANDMender sustains the anvil through healing while the anvil absorbs incoming damage.
WeaverLANDWeaver debuffs enemies making them less effective against the anvil's front-line position.
SniperLANDSniper delivers damage from range while the anvil controls the front line and punishes approach.
PUNISHES
✖ clumping✖ melee reliance✖ low Fort
Multiple Anvils create overlapping stench auras with diminishing returns against the same foes.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Meat Guardian in the encounter builder — free, no install.
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