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Old Man StatueCreature 14


UniqueHugeConstructDivineLawfulMindless
Source Pathfinder #166: Despair on Danger Island
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; Reflex +19; Will +22;
HP 160
Speed 30 feet
Resistances Physical 10

Fist One Action +28 (+23, +18) to hit (magical, reach 10, unarmed) 3d10+14 Bludgeoning
Staff One Action +30 (+25, +20) to hit (magical, parry, reach 15, trip) 3d8+14 Bludgeoning

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.

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

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 One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Innate Divine Spells (DC 32, +24 to hit)

Cantrips (7th Level): Divine Lance

Focus Spells (DC 32, +24 to hit)

7th Level: Athletic Rush, Enduring Might, Perfected Form, Perfected Mind



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

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.