The release of the Pathfinder Bestiary 3 is just over the horizon, and as a preview of the content you'll find within, we wanted to offer an exclusive stat block that GMs can use anytime, with or without the book. Former Paizo developer Chris Sims created the following creature by turning a clockwork mage into a divine warden (both found in Bestiary 3) to make a mechanical servant of Brigh, goddess of clockworks and invention. Seems like it might come in handy later this year when Pathfinder Guns & Gears comes out, doesn't it?
Divine Warden of Brigh
Imbued with the divine energy of the goddess of clockwork and invention, divine wardens of Brigh are prominent in Alkenstar as guardians of the Temple of Brigh there. The Bronze Lady might have her largest following in this metropolis. But the city’s boomtown atmosphere means that security is a concern even on holy ground. Citizens and visitors to Alkenstar know about its wind-up sentries or quickly learn about them. The High Clockmother, head priestess of Brigh’s holy place, keeps divine wardens in the goddess's image visible in the sanctuary and on the grounds. These automatons are as much a warning to would-be thieves or troublemakers as they are an inspiration to Brigh’s worshippers. The mixing of divine and arcane in these constructs is intended to show off innovation and evoke Brigh’s power over earth, fire, metal, and smoke.
While divine wardens of Brigh can take any form, most are clockworks crafted in the goddess's image.
Illustration by Leonardo Borazio."Divine Warden of Brigh — Creature 10
Uncommon N Medium Clockwork Construct Divine Mindless
Perception +18; darkvision
Skills Acrobatics +18
Str +2, Dex +6, Con +4, Int –5, Wis +2, Cha –5
Items clockwork wandWind-Up For a divine warden of Brigh to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can’t act until it’s wound again. The divine warden shuts down immediately once it has 0 time remaining.
A divine warden can enter standby mode as a 3-action activity. Its operational time doesn’t decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can’t act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).
A creature can attempt to Disable a Device to wind a divine warden down (DC 27). For each success, the warden loses 1 hour of operational time. This can be done even if the warden is in standby mode.AC 28; Fort +18, Ref +20, Will +18
HP 135; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 10, orichalcum 10; Resistances physical 5 (except adamantine or orichalcum)Clockwork Wand The divine warden uses a mechanical wand as a focus to channel magical energy. This wand is built into the divine warden’s chest, with only the crystal at the end exposed. The warden can Interact to remove the wand, or someone else can remove it with a DC 32 Thievery check to Disable a Device. The divine warden becomes unable to cast any spells except cantrips while the wand is removed.
When removed, the clockwork wand is a magic wand containing the last 2nd-level innate spell the divine warden cast (the GM determines the spell randomly if the divine warden has not cast any eligible spells). The spells are placed within the wand while the divine warden is created, and the creator can substitute other arcane spells of the appropriate level.Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 10d6 positive damage. Each creature in the area must attempt a DC 29 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 Brigh to be enfeebled 1 and stupefied 1 for 1 day; this is a curse effect with a counteract DC of 29.
Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2.Faith Bound (abjuration, divine) The divine warden can’t attack a creature that openly wears or displays Brigh’s religious symbol unless that creature uses a hostile action against the divine warden first.
Speed 25 feet
Melee [one-action] fist +20 (agile, finesse), Damage 2d10+6 bludgeoning
Melee [one-action] light hammer +20 (agile), Damage 2d6+6 bludgeoning
Ranged [one-action] light hammer +20 (agile, thrown 20 feet), Damage2d6+6 bludgeoning
Arcane Innate Spells DC 29, attack +21; 5th cloudkill, cone of cold; 4th dimensional anchor, fly, wall of fire; 3rd haste, invisibility, stinking cloud; 2nd glitterdust, obscuring mist, web; 1st feather fall, floating disk, grease; Cantrips (5th) daze, detect magic, ray of frost, shield, tanglefoot
Divine Innate Spells DC 29; Cantrips (5th) daze
Divine Domain Spells 2 Focus Points, DC 29, attack +21; 5th hurtling stone, localized quake
Energize Clockwork Wand [one-action] (concentrate) Frequency once per 10 minutes; Effect The divine warden regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.
Faithful Weapon light hammer, striking rune
Instrument of Faith The divine warden is a beacon for Brigh’s faith. A cleric of Brigh can channel a heal spell through a divine warden of Brigh 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.
Pathfinder Bestiary 3 Bonus Monster
Friday, March 19, 2021