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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.

Recall Knowledge - Construct (Arcana, Crafting): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Divine Warden Of BrighCreature 10

Legacy Content

Uncommon N Medium Clockwork Construct Divine Mindless 
Source Pathfinder Bestiary 3 Bonus Monster pg. 0
Perception +8; darkvision
Skills Acrobatics +8
Str +2, Dex +6, Con +4, Int -5, Wis +2, Cha -5
Wind-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.
Items clockwork wand
AC 18; Fort +8, Ref +10, Will +8
HP 135; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Resistances physical 5 (except adamantine or orichalcum); Weaknesses electricity 10, orichalcum10
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 19. 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 +10 [+6/+2] (agile, finesse), Damage 2d10+6 bludgeoningMelee [one-action] light hammer +10 [+6/+2] (agile), Damage 2d6+6 bludgeoningRanged [one-action] light hammer +10 [+6/+2] (agile, thrown 20 feet), Damage 2d6+6 bludgeoningArcane Innate Spells DC 19, attack +11; 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 19; Cantrips (5th) daze
Divine Domain Spells 2 Focus Points, DC 19, attack +11; 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 runeInstrument 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.

All Monsters in "Divine Warden"

NameLevel
Divine Warden Of Brigh10
Divine Warden Of Nethys5

Divine Warden

Source Bestiary 3 pg. 72
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.

Creating a Divine Warden

You can build a divine warden from the ground up using the standard rules for monster creation (which is how the divine warden on the following page was built), or you can turn an existing construct into a divine warden by taking the following steps. In either case, the specific divine warden abilities listed below work the same.

Select the deity that empowered the divine warden. This deity is the divine warden's patron deity. Increase the creature's level by 1 and change its statistics as follows.
  • It gains the uncommon and divine traits. Its alignment changes to match that of its patron deity. For example, a divine warden of a lawful good deity becomes a lawful good creature.
  • Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. If the creature didn't have any listed DCs, use the moderate DC for a creature of its level for any new abilities that require a DC.
  • Increase its Hit Points as shown on the table below.
Starting LevelHP Increase
1 or lower10
2-415
5-1920
20+30

Divine Warden Abilities

A divine warden retains any abilities it had previously, and it gains the abilities listed below. You might need to adjust or remove other abilities that conflict with the construct's new theme as a divine warden.

Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 1d6 damage per level. This damage is either positive or negative, determined by the patron deity's divine font (chosen at the divine warden's creation if the deity offers a choice), and this ability gains the corresponding trait. Each creature in the area must attempt a 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.

Divine Innate Spells A divine warden whose patron deity has any alignment components gains divine lance as an innate cantrip. A divine warden with a neutral patron deity instead gains daze as an innate cantrip.

Divine Domain Spells The divine warden selects two of its patron deity's domains. The divine warden can cast the basic domain spell for its chosen domains. The divine warden has a focus pool of 1 Focus Point. It can't Refocus, but its focus pool automatically refills 24 hours after it last used a Focus Point. If the divine warden is at least 10th level, it also gains the advanced domain spells for its chosen domains, and its focus pool increases to 2 Focus Points.

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.

Sidebar - Additional Lore Heroes of the Faith

In the rare instances where a deity personally creates a divine warden, the deity tends to animate depictions of great heroes from their faith. The specific image of the hero serves to inspire devotees and act as a leader in combat. Occasionally, the deity will call on the spirit of the hero to actually embody the divine warden, allowing the hero to fight for their faith once again.

Sidebar - Advice and Rules Mouths of the Gods

While most divine wardens lack the ability to speak, a deity might imbue a divine warden with the capability by quoting scripture. The guardian can therefore communicate the deity's will to their faithful, though typically in a cryptic fashion. Divine wardens might also have the ability to lead in song or prayer.