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Meat GuardianCreature 5


Uncommon​NE​Medium​Construct​Divine​Golem​Mindless​
Source Pathfinder #182: Graveclaw
Perception +7 (darkvision)
Languages none
Skills Athletics +15
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -5

AC 20; Fort +14; Reflex +9; Will +11;
HP 60
Speed 25 feet
Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Physical 5

Jaws One Action +15 (+10, +5) to hit (magical) 2d10 + 4 Piercing
Claw One Action +15 (+11, +7) to hit (agile, magical) 2d6 + 4 Slashing
Scythe One Action +15 (+10, +5) to hit (deadly d10, magical, trip) 2d10 + 4 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.

Divine Destruction (divine, necromancy, negative)

When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 Negative damage. Each creature in the area must attempt a DC 20 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 (abjuration, 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 Sense Motive).

Golem Antimagic

harmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); slowed by cold

A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. If an entry lists multiple types (such as β€œcold and water”), either type of spell can affect the golem.

Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.

Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.

Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's Slowed 1 for that round.

Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.

Stench (aura, olfactory, disease)

40 feet.

A creature entering the aura or starting its turn in the aura must succeed at a DC 19 fortitude save or become Sickened 1 (plus Slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Vulnerable to Gentle Repose

Casting a Gentle Repose spell on a meat guardian causes it to grow stiff. The golem attempts a DC 20 fortitude save. It's unaffected on a critical success, Slowed 1 for 1d4 rounds on a success, and on a failure is Immobilized and slowed for 1d4 rounds.

Faithful Weapon

Scythe


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.

Filth Fever (disease)

The Sickened and Unconscious conditions from filth fever can't end or be reduced until the disease is cured.

Saving Throw DC 20 fortitude

Stage 1 carrier with no ill effect (1d4 hours)

Stage 2 Sickened 1 (1 day)

Stage 3 Sickened 1 and Slowed 1 as long as it remains sickened (1 day)

Stage 4 unconscious (1 day)

Stage 5 dead

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 20, +12 to hit)

Cantrips (3rd Level): Divine Lance

Divine Focus Spells (DC 20, +12 to hit)

1st Level: Overstuff, Touch of Undeath



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.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.

Mindless

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