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Desecrated Guardian

Countless temples across Golarion, dedicated to deities both living and forgotten, have risen and fallen through the ages. Many find themselves buried under sand, snow, or vine never to be found. In such places, the spirits of the faithful can bind with their ruined temple to form a guardian construct, though with nothing left to guard, these spirits often become hollow, resentful, and filled with malice. These “desecrated guardians” lie in wait, sometimes for centuries, and destroy any adventurers who happen upon them. The most powerful desecrated guardians, such as the one presented here, incorporate the structures of multiple temples into their massive serpentine forms.

Recall Knowledge - Construct (Arcana, Crafting): DC 43
Unspecific Lore: DC 41
Specific Lore: DC 38

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Desecrated GuardianCreature 19

Legacy Content

Rare NE Gargantuan Construct 
Source Pathfinder #168: King of the Mountain pg. 80
Perception +32; lifesense 60 feet
Skills Athletics +37, Stealth +33 (+37 in ruins)
Str +10, Dex +6, Con +9, Int -5, Wis +5, Cha -5
AC 44; Fort +38, Ref +33, Will +27
HP 380; Immunities cold, death effects, disease, doomed, drained, fatigued, fire, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine); Weaknesses good 15
Desecration Aura (aura, abjuration, divine, evil) 40 feet. Desecrated guardians exude a palpable malice that nauseates all but the most wicked passersby. Non-evil creatures that enter the aura must attempt a DC 39 Will save. On a failure, the creature becomes sickened 1 (sickened 2 on a critical failure). In addition, any non-evil creatures that attempt to Cast a Spell within the aura must succeed at a DC 5 flat check or the spell is lost.Attack of Opportunity [reaction] Tail only.
Speed 40 feet, climb 40 feet
Melee [one-action] jaws +37 [+32/+27] (deadly 3d12, magical, reach 20 feet), Damage 3d10+2+22 bludgeoning plus Improved GrabMelee [one-action] tail +37 [+32/+27] (magical, reach 30 feet), Damage 3d8+2+20 bludgeoning plus Improved GrabAvalanche [two-actions] The desecrated guardian thrashes its body about, causing the nearby terrain to crumble and crash down on creatures in a 60-foot cone, dealing 12d10 bludgeoning damage (DC 44 basic Reflex save). It can't use Avalanche again for 1d4 rounds.Coiled Rockslide If the desecrated guardian started its turn hidden, it can Trample and remain hidden until after its attacks.Constrict [one-action] 2d8+18 bludgeoning, DC 41Rebuild [two-actions] (divine, earth, healing, transmutation) The desecrated guardian draws in rubble from the surrounding area to rebuild its damaged body. It recovers 8d6 Hit Points. It can only use this ability if it is near suitable rock or rubble.Swallow Whole [one-action] (attack) Huge, 3d8+20 bludgeoning, Rupture 45Trample [three-actions] Huge or smaller, tail, DC 39

Sidebar - Locations Desecrated Temples

Many of the temples that dot the peaks of the Wall of Heaven lay abandoned or in complete ruin. The magic in some of these places lives on, corrupted by time, decay, and the nightmarish extraplanar powers of Leng often found at Golarion's highest altitudes. There are dark tales of adventurers seeking refuge within a lone temple along the Wall of Heaven only to meet a terrible death at the hands of the temple's desecrated guardian. Although granting hospitality to strangers is a tenet of many Wall of Heaven temples, stories of monstrosities in disguise give some climbers pause as they approach a potential sanctuary.