Numerian Radiant Warden
Creature 17 (uncommon) — construct
Pre-Remaster content. May include legacy alignment.
The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions. Named for both the radial nature of the concentric rings that make up their bodies as wel
Source: kingmaker-bestiary (Pre-Remaster)
Perception +30
Skills arcana +32, athletics +33, occultism +32
Str
+9
Dex
+6
Con
+5
Int
+6
Wis
+5
Cha
+0
AC 40
Fort +32
Ref +29
Will +28
HP 300
Resistances mental 15, physical (except adamantine) 15
Speed 30 feet, fly 30 feet
Offense
Melee Hammer +32, Damage 3d12+15 bludgeoning
Melee Radiant Beam +32, Damage 4d10 force
Abilities
Gatekeeper Aura (aura, occult, teleportation) — 60 feet. A creature that uses a teleportation ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become Sickened 1 and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1.
Numerian Construct — Any encounters with adamantine golems, guthallaths, or radiant wardens in Numeria are with ancient robotic versions of these creatures. In encounters with them, describe them as having more technological aspects. The guthallath's erosion aura could be caused by clouds of deconstructor nanites and its annihilation beams manifest as plasma blasts. The adamantine golem might have tank treads instead of legs and its vent ability might manifest as a spray of dozens of laser beams in a cone. And the radiant warden's radiant beams and blast serve as rippling attacks of focused graviton beams.
All of these constructs have weakness 15 to critical hits and electricity, but their other statistics do not change. If you'd rather not introduce Numeria's themes of super-science and strange technology, you can either present these constructs as standard versions, or re-roll your encounter to get a more appropriate result for your game.
Orrery (concentrate) — Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on Deception checks and DCs to convincingly pass as such a machine.
Radiant Blast (force, occult) — The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds.
Radiant Blow (teleportation) — When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also permanently Blinded.
Spells
Teleport (rank 9)
Collective Transposition (rank 8)
Scintillating Pattern (rank 8)
Dimensional Lock (rank 7)
Prismatic Spray (rank 7)
Dimension Door (At will) (rank 5)
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