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DoorwardenCreature 5


UncommonLNLargeConstruct
Source Pathfinder #145: Hellknight Hill
Perception +13 (low-light vision; see invisibility)
Languages Common
Skills Athletics +13, Intimidation +11
Str +6, Dex +0, Con +3, Int -1, Wis +1, Cha +2

AC 22 24 with shield raised; Fort +12; Reflex +7; Will +10;
HP 60
Speed 20 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 5

Longsword One Action +15 (+10, +5) to hit (reach 10, versatile p) 1d8+9 Slashing
Shield Boss One Action +15 (+10, +5) to hit 1d6+9 Bludgeoning
Door One Action +13 (+8, +3) to hit 1d4+8 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Reactive Shield Reaction

Trigger An enemy hits the doorwarden with a melee Strike.


Effect The doorwarden can Raise its Shield and gain its shield's benefit to AC against the triggering attack.

Shield Block Reaction

When the doorwarden uses Shield Block against a melee attack from a creature within 5 feet, it can also push the creature 5 feet.


Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Imitate Door One Action (concentrate)

Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on Deception checks and DCs to pass as a door.

Slam Doors Two Actions (concentrate)

The door opens and slams its doors, making two door Strikes against one creature. If both hit, the creature is Grabbed-stuck between the doors. The doorwarden's multiple attack penalty doesn't increase until it has finished both attacks.


Innate Arcane Spells (DC 19, +11 to hit)

2nd Level: See Invisibility


Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even mithral, but when trespassers try to force their way past, the doorwarden transforms into a skilled and sturdy soldier bearing its "door" like a towering shield.

Perceptive travelers can sometimes spot a door warden before its magic becomes obvious. The door often bears a round disk or similar embossment that resembles a shield boss designed for bashing, and the bar that can be lowered to block entry resembles an arm clasping a longsword by the hilt. The original doorwardens crafted by the elves included a motif of elven armor and a metal mask in the style of Alseta's own, though other cultures embellish their own doorwardens with their own themes and sometimes even their own ancestral weapons, such as axes for dwarven doorwardens.

Doorwardens sometimes know about the chambers they guard, and they have been known to speak to trespassers, especially elves. But a doorwarden cannot be persuaded to stand aside; it is bound to the portal where it has been placed and will defend it until destroyed.


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 necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, 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.