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Grand Defender

Hand-carved by the Father of Creation himself and strengthened by the souls of history's most heroic dwarves, the Grand Defender serves as Torag's herald across the planes. While a true messenger of a deity, the Grand Defender manifests itself in a unique way to other heralds. The chassis of the Grand Defender exists within Forgeheart, Torag's subterranean realm in Heaven. This frame is empty, however, and can only serve basic functions, much like a golem. When faithful call upon the Grand Defender, Torag rouses the construct with spirits. As the might of the Grand Defender comes from Torag's will and the power of the souls within, the Grand Defender can take on any number of forms. Torag can send these spirits to alter any sufficiently sized statue of a dwarven ancestor. This process temporarily converts the carving into the Grand Defender itself, complete with its abilities and equipment.

Recall Knowledge - Celestial (Religion): DC 44
Recall Knowledge - Construct (Arcana, Crafting): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Grand DefenderCreature 15

Legacy Content

Unique LG Huge Celestial Construct Herald 
Source Highhelm pg. 129
Perception +29; darkvision, true seeing
Languages Celestial, Common, Dwarven, Ignan, Terran; telepathy 100 feet
Skills Athletics +30, Crafting +28, Religion +28
Str +8, Dex +2, Con +4, Int +1, Wis +6, Cha +3
Items defender's shield, can't be damaged), warhammer
AC 40; Fort +29, Ref +23, Will +29
HP 280 (special); Immunities bleed, death effects, disease, doomed, drained, fatigue, magic (see below), necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine); Weaknesses evil 15
Ablative Adaptation [reaction] Frequency once per minute; Trigger The Grand Defender's resistance to physical damage is overcome by the resistance's exception; Effect The Grand Defender sheds the outer layer of its body, altering its material composition and general appearance. The material that overcomes the Grand Defender's resistance changes to adamantine, cold iron, mithral, or silver (Grand Defender's choice).Attack of Opportunity [reaction] Golem Antimagic harmed by acid (8d10, 2d10 from area or persistent damage); healed by fire (area 2d10 HP); slowed by electricityShield Block [reaction] Vulnerable to Rust Magical rusting effects, like a rust monster's antennae, affect the Grand Defender normally.
Speed 35 feet, burrow 35 ft.
Melee [one-action] warhammer +30 [+25/+20] (shove), Damage 3d12+14 bludgeoning plus Improved KnockdownRanged [one-action] force blast +28 [+23/+18] (magical, range 100 feet), Damage 3d12+8 forceDivine Innate Spells DC 36; 6th blade barrier (as hammers dealing bludgeoning instead of slashing); 5th flame strike, repelling pulse (×2)
Hammer Storm [two-actions] (divine, earth, evocation) The Grand Defender unleashes a volley of warhammers that deal 12d8 bludgeoning damage in a 50-foot cone (DC 36 basic Reflex save). The Grand Defender can exclude any number of squares from the cone's area, preventing damage to creatures in those squares. Creatures that critically fail their save are pushed 10 feet away from the Grand Defender and knocked prone. The storm creates 24 Medium warhammers that persist after the attack and can be used by creatures. The Grand Defender can't use Hammer Storm for 1d4 rounds.

Sidebar - Additional Lore Highhelm Statues

As the pinnacle of dwarven civilization for centuries, the Sky Citadel of Highhelm has endured many invasions. To cement their safety as Torag's chosen people, the dwarves have erected dozens of statues befitting the manifestation of the Grand Defender. The most famous of these is a colossal likeness of Taargick, the King of the Sky. Weathered and damaged beyond repair after a half dozen battles in which the Grand Defender protected the city, it now stands where the herald last left it, gazing over Stonebreach.