Divine Warden of Arazni

Level 16
Creature· constructUncommonMediumRemaster
AC 37
HP 290
Speed 25 ft.
Fort +30
Ref +28
Will +33
Perc +27
Size Medium
Uncommon
Resistances physical 10
Spells
Divine Innate Spells (DC 37, attack +29)
Cantrips Divine Lance
Divine Focus Spells (DC 0, attack +0)
Senses darkvision
Skills intimidation +32
Recall Knowledge arcana DC 37

Attacks

Melee Greater Striking Rapier +33/+28/+23(deadly-2d8, disarm, finesse, magical)
Damage: 3d6+19 piercing

Abilities

Divine Destructiondefensive(divine, spirit)

When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 16d6 spirit damage. Each creature in the area must attempt a DC 37 will save. 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 cursed creature is 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 cursed creature is Enfeebled 2 and Stupefied 2.

God-Bounddefensive

The divine warden is bound to a specific patron deity upon its creation. The warden can't take hostile actions against a creature that openly wears or displays a symbol of its patron deity unless that creature uses a hostile action against the warden first. The warden gains an initial domain spell chosen from its deity's list of domains. The divine warden has 3 Focus Points.

Faithful Weaponoffensive

While the divine warden wields the favored weapon of its patron deity, that weapon gains the effect of a greater striking rune.

Instrument of Faithoffensive

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.