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Dragonshard GuardianCreature 22


UniqueNLargeConstruct
Source Pathfinder #150: Broken Promises
Perception +39 (darkvision, true seeing)
Languages none
Skills Arcana +30
Str +10, Dex +8, Con +9, Int -5, Wis +7, Cha -5

AC 48; Fort +39; Reflex +36; Will +33;
HP 430
Speed 30 feet
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Sonic 24
Resistances Fire 24, Physical 24

Jaws One Action +41 (+36, +31) to hit (magical, reach 15) 6d10+8 Piercing
Claw One Action +41 (+37, +33) to hit (agile, magical, reach 10) 9d6+8 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura, DC 42 will save


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Breath Weapon Two Actions (arcane, evocation, fire, necromancy)

The construct breathes in one of two ways, then can't use Breath Weapon again for 1d4 rounds.

- Flame (arcane, evocation, fire) A blast of flame deals 15d10 fire damage to all creatures in a 60-foot cone (DC 45 basic reflex save). This fire damage does not harm objects or constructs.

- Weakening Gas (arcane, necromancy) A cloud of gold-flecked gas forces each creature in a 60-foot cone to attempt a DC 45 fortitude save; the effect lasts 1 minute.


Critical Success The creature is unaffected.

Success The creature is Enfeebled 2.

Failure The creature is Enfeebled 5.

Critical Failure The creature is Enfeebled 8.

Reverberating Revenge Reaction (arcane, fire)

Trigger The dragonshard guardian takes cold, fire, electricity, or sonic damage from a non-dragonshard guardian source


Effect The dragonshard guardian's body absorbs the energy entirely, preventing the damage from harming the construct. Its body reverberates and transforms the absorbed energy before projecting it outward in a 60-foot burst.

Each creature within the burst takes an amount of fire damage equal to the amount of energy damage absorbed by the triggering attack, including any damage resisted by the guardian's resistances and additional damage from its weakness (DC 45 basic reflex save).

This fire damage doesn't harm objects or constructs.


Innate Arcane Spells (DC 44, +36 to hit)

6th Level: True Seeing (constant)


Created by Mengkare and powered by a shard of the @UUID[Compendium.pf2e.equipment-srd.Orb of Dragonkind]{Orb of Gold Dragonkind}, this construct is made of sculpted crystal draped in a beautiful gold filigree frame.


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 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.