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Old Man StatueCreature 14


UniqueLNHugeConstructDivineMindless
Source Pathfinder #166: Despair on Danger Island
Perception +24
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
Immunities doomed, drained, fatigued, paralyzed, sickened, unconscious, bleed, mental, poison, death effects, disease, healing, necromancy, nonlethal attacks
Resistances Physical 10

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

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, positive)

When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 14d6 Positive 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 (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).

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 success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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

Cantrips (7th Level): Divine Lance (Lawful)

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 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.