columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Divine Warden Of Nethys"
level: "Creature 5"
rare_03: [[Uncommon]]
alignment: ""
size: "Large"
trait_01: [[construct]]
trait_02: [[mindless]]
modifier: 11
perception:
- name: "Perception"
desc: "+11; Darkvision"
languages: ""
skills:
- name: "Skills"
desc: "Athletics: +14"
abilityMods: [5, -2, 4, -5, 0, -5]
speed: 30 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 22
armorclass:
- name: AC
desc: "22; __Fort__ +15, __Ref__ +9, __Will__ +11"
hp: 60
health:
- name: ""
- name: HP
desc: "60; __Immunities__ bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void, mental"
abilities_top:
- name: ""
abilities_mid:
- name: ""
- name: "[[Creature Family Ability Glossary/(Divine Warden) Divine Destruction|Divine Destruction]]"
desc: " (divine,void) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 void damage. Each creature in the area must attempt a DC 19 Will check save with the following outcomes.\n* * *\n\n**Critical Success** The creature takes half damage.\n\n**Success** The creature takes full damage.\n\n**Failure** The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes [[Conditions/Enfeebled|Enfeebled 1]] and [[Conditions/Stupefied|Stupefied 1]] for 1 day; this is a curse effect that uses the Will save DC as the counteract DC.\n\n**Critical Failure** As failure, except the creature becomes [[Conditions/Enfeebled|Enfeebled 2]] and [[Conditions/Stupefied|Stupefied 2]]."
- name: "[[Creature Family Ability Glossary/(Divine Warden) Faith Bound|Faith Bound]]"
desc: " (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 [[Actions/Sense Motive|Sense Motive]])."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Fist"
desc: "+14 (magical, reach 10 feet)\n__Damage__ 2d8 + 7 bludgeoning plus grab"
- name: "**Melee** `pf2:1` Staff"
desc: "+14 (magical, reach 10 feet, two-hand d8)\n__Damage__ 2d4 + 7 bludgeoning plus grab"
- name: "Divine Innate Spells"
desc: "DC 19, attack +11\n__Cantrips__ __(3rd)__ _[[Spells/Daze|Daze]]_"
- name: "Divine Focus Spells"
desc: "1 Focus Point, DC 19, attack +11; __3rd __ _[[Spells/Cry of Destruction|Cry of Destruction]]_, _[[Spells/Protector's Sacrifice|Protector's Sacrifice]]_"
- name: "[[Creature Family Ability Glossary/(Divine Warden) Faithful Weapon|Faithful Weapon]]"
desc: " [[Equipment/Staff|Staff]], _striking_ rune\n* * *\n\nA 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 _[[Equipment/Striking|Striking]]_ rune while the divine warden wields it; at 12th level, these effects are of a _[[Equipment/Striking (Greater)|Greater Striking]]_ rune, and at 19th level, they're instead of a _[[Equipment/Striking (Major)|Major Striking]]_ rune."
- name: "[[Creature Family Ability Glossary/(Divine Warden) Instrument of Faith|Instrument of Faith]]"
desc: " The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a [[Spells/Heal|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."
- name: "[[Bestiary Ability Glossary/Grab|Grab]]"
desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**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.\n\nThe 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."
name: Divine Warden Of Nethys
creatures:
- 1: Divine Warden Of NethysThis divine warden serves Nethys, the neutral god of magic. It uses its divine gift to defend temples or shrines of Nethys.
Created through complex rituals performed by a faith’s adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren’t intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch.
Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity’s herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits.
The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first.
In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful.