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Divine Warden of PharasmaCreature 6


UncommonLargeConstructMindless
Source Pathfinder Monster Core 2
Perception +14 (darkvision)
Languages none
Skills Athletics +15
Str +5, Dex -2, Con +4, Int -5, Wis +0, Cha -5

AC 24; Fort +17; Reflex +11; Will +14;
HP 95
Speed 30 feet

Dagger One Action +16 (+12, +8) to hit (agile, magical, versatile s) 2d4+7 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 7d6 spirit damage per level. Each creature in the area must attempt a DC 21 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.

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 [/act sense-motive]).

Faithful Weapon

dagger, 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.

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.

Mask of Fate Two Actions (divine, misfortune)

The divine warden of Pharasma peers at a single creature within 60 feet through the eyes of its mask to alter its destiny. The target must attempt a DC 21 will save.


Critical Success The target is unaffected.

Success The target takes a –1 status penalty to the next saving throw it attempts within the next minute against a divine effect from a divine warden of Pharasma or worshipper of Pharasma.

Failure For the next saving throw the target attempts within the next minute against a divine effect from a divine warden of Pharasma or worshipper of Pharasma, it rolls twice and takes the worse result.

Critical Failure As failure, but the misfortune effect applies to all applicable saving throws.


Divine Innate Spells (DC 21, +13 to hit)

Cantrips (3rd Level): Divine Lance

Divine Domain Spells (DC 21, +0 to hit)

1st Level: Death's Call, Healer's Blessing


This divine warden serves Pharasma, the goddess of birth, death, and fate. It protects a temple or shrine to the Lady of Graves.


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.

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.