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Radiant Warden

Creature 17 (uncommon) — construct

AnvilSniperLANDAERIALconstructforce

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: pathfinder-monster-core-2

Perception +30; darkvision
Languages any one ancient language (such as Jistkan)
Skills arcana +32, Astronomy Lore +36, 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 (magical, reach-15, shove) +32, Damage 3d12+15 bludgeoning plus Radiant Blow
Ranged Radiant Beam (force, magical) +31, range increment 30 feet, Damage 4d10+6 force

Abilities

Gatekeeper Aura (aura, occult) — 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 aura. On a successful save, the creature arrives as intended but is still sickened 1.
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 — 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.
Occult Innate Spells DC 38, attack +30
8th Pinpoint
7th Planar Seal
6th Collective Transposition (×3), Teleport, Wall of Force
4th Translocate (At Will) (×1)

WORKS WELL WITH

SnareLAND / AERIALA controller that clusters enemies in place turns the warden's cone blast into a decisive tempo swing.
FlankerLAND / AERIALWhile the warden's aura and reach hold priority attention, a mobile striker can slip in for unpunished positioning.
WeaverLAND / AERIALA caster pressuring Will saves complements the warden's own Will-targeting anchor effect on struck foes.

PUNISHES

✖ teleportation reliance✖ clumping✖ melee overextension
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 2.

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