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Meat Guardian

This creature did not include a description.

Recall Knowledge - Construct (Arcana, Crafting): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Meat GuardianCreature 5

Legacy Content

Uncommon NE Medium Construct Divine Golem Mindless 
Source Pathfinder #182: Graveclaw pg. 34
Divine warden carrion golem
Perception +7; darkvision
Skills Athletics +15
Str +4, Dex -2, Con +3, Int -5, Wis +0, Cha -5
AC 20; Fort +14, Ref +9, Will +11
HP 60; Immunities bleed, death effects, disease, doomed, drained, electricity, fatigued, healing, magic (see Golem Antimagic below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine or slashing)
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 coldVulnerable 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 is immobilized and slowed for 1d4 rounds on a failure.
Speed 25 feet
Melee [one-action] scythe +15 [+10/+5] (deadly d10, magical, trip), Damage 2d10+4 slashingMelee [one-action] jaws +15 [+10/+5] (magical), Damage 2d10+4 piercing plus filth feverMelee [one-action] claw +15 [+11/+7] (agile, magical), Damage 2d6+4 slashing plus filth feverDivine Innate Spells DC 20, attack +12; Cantrips (3rd) divine lance
Divine Domain Spells DC 20, 1 Focus Point; 3rd overstuff, touch of undeath
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. ScytheFilth 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 deadInstrument 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