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Divine Warden Army

This creature's description may contain spoilers. Click to revealThe stairs descend several flights beneath Egorian’s sewers to a cavernous chamber of unworked stone. Almost a hundred stone statues that resemble Iomedae, wearing sturdy plate mail and carrying longswords whose hilts bear the Inheritor’s religious symbol, stand in serried rows. A soft light suffuses the entire room, as each statue glows slightly.

These statues are the divine wardens Helia Belunne was gathering in case of an emergency. They stand ready, waiting only to be awoken by the right people for the right cause. There are four troops of constructs here. A PC can activate them all by standing in the center of the chamber and loudly speaking their name, their purpose, and the problem to be solved, followed by a prayer to Iomedae. Assuming a PC explains what’s happening to Cheliax, the statues’ eyes then all glow with holy energy, and the statues can be commanded, one for each PC. If a PC also succeeds at DC 38 Religion check, they can immediately form a skirmish bond (Battlecry! 161) with the troop they command. A PC who critically succeeds at this check allows all of the PCs to form skirmish bonds. A PC who’s been sanctified by Iomedae gets one degree of success higher on this check.

Elite | Normal | Weak
Proficiency without Level

Weak Divine Warden ArmyCreature 17

Uncommon Gargantuan Construct Holy Troop 
Source Midnight Burning pg. 183
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 38 (includes +2 from Uncommon) • Construct (Arcana, Crafting)
Perception +29; darkvision
Languages Common, Empyrean
Skills Athletics +33, Diplomacy +29, Religion +31
Str +9, Dex +3, Con +5, Int +2, Wis +6, Cha +4
AC 39; Fort +31, Ref +25, Will +28
HP 310 (4 segments); Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; Weaknesses area damage 15, splash damage 15, unholy 15
Divine Devastation (divine, holy, spirit) Each time the divine warden army loses a segment and when they’re reduced to 0 Hit Points, divine energy erupts from the fallen, dealing 8d6 spirit damage to each enemy within a 30-foot emanation (DC 36 basic Will save). On a failure, a creature is also enfeebled 1 and stupefied 1 for 1 day (enfeebled 2 and stupefied 2 on a critical failure).Troop Defenses
Speed 30 feet; troop movement
Divine Lance Fusillade [two-actions] (holy, magical) The divine warden army unleashes beams of divine energy. This fusillade is a 10-foot burst within 60 feet that deals 9d6 spirit damage with a DC 35 basic Reflex save. When the divine warden army is reduced to 2 segments, this area decreases to a 5-foot burst.Holy Blades [one-action] to [three-actions] (holy, magical) The divine wardens make coordinated melee attacks with their swords. Each enemy within a 5-foot emanation must attempt a DC 35 basic Reflex save. The damage depends on the number of actions.
[one-action] 2d8+1 slashing damage
[two-actions] 4d8+12 slashing damage
[three-actions] 6d8+13 slashing damage
Orchestra of Faith The divine warden army is a beacon for the faithful. A cleric of Iomedae 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 a space of the divine warden army of their choosing.

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