Old Man Statue
Creature 14 (unique) — construct, divine, mindless
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDconstructdivine
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +24; darkvision
Languages tien; (can't speak any language)
Skills athletics +28
Str
+8
Dex
-1
Con
+8
Int
-5
Wis
+0
Cha
-5
AC 36
Fort +28
Ref +19
Will +22
HP 160
Immunities mental
Resistances physical (except adamantine) 10
Speed 30 feet
Offense
Melee Fist (magical, reach-10, unarmed) +28, Damage 3d10+14 bludgeoning plus Grab
Melee Staff (magical, parry, reach-15, trip) +30, Damage 3d8+14 bludgeoning
Abilities
Divine Destruction (divine, vitality) — When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 14d6 vitality damage. Each creature in the area must attempt a DC 32 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).
Faithful Weapon — 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.
Grab —
Divine Innate Spells DC 32, attack +24
Cantrips Divine Lance
Arcane Focus Spells DC 32, attack +24; 2 Focus Points
7th Athletic Rush, Enduring Might, Perfected Form, Perfected Mind
WORKS WELL WITH
SniperLANDA ranged striker can pour damage from outside reach while this bulwark occupies the front line.
SnareLANDA controller that pins survivors lets this juggernaut punish anyone who closes into its reach.
WeaverLANDA debuffing caster can chip at Will saves while this construct's Fortitude-based defenses absorb the melee line.
PUNISHES
✖ clumping✖ melee reliance✖ standing still
Avoid stacking another slow high-HP Anvil; redundant durability wastes action economy without adding pressure.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Old Man Statue in the encounter builder — free, no install.
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