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Divine Warden of ArazniCreature 16


UncommonMediumConstructDivineMindless
Source Pathfinder Claws of the Tyrant
Perception +27 (darkvision)
Languages none
Skills Intimidation +32
Str +0, Dex +9, Con +6, Int -5, Wis +4, Cha -5

AC 37; Fort +30; Reflex +28; Will +33;
HP 290
Speed 25 feet
Resistances Physical 10

Greater Striking Rapier One Action +33 (+28, +23) to hit (deadly 2d8, disarm, finesse, magical) 3d6+19 Piercing

Divine Destruction (divine, spirit)

When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 16d6 spirit damage. Each creature in the area must attempt a DC 37 will save.


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 cursed creature is 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 cursed creature is Enfeebled 2 and Stupefied 2.

God-Bound

The divine warden is bound to a specific patron deity upon its creation. The warden can't take hostile actions against a creature that openly wears or displays a symbol of its patron deity unless that creature uses a hostile action against the warden first. The warden gains an initial domain spell chosen from its deity's list of domains. The divine warden has 3 Focus Points.

Faithful Weapon

While the divine warden wields the favored weapon of its patron deity, that weapon gains the effect of a greater 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.


Divine Innate Spells (DC 37, +29 to hit)

Cantrips (8th Level): Divine Lance

Divine Focus Spells (DC 0, +0 to hit)

1st Level: Savor the Sting



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Construct

A construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.