Grand Defender

Level 15
Creature· celestialUniqueHugeLegacy
AC 40
HP 280
Speed 35 ft.
Fort +29
Ref +23
Will +29
Perc +29
Size Huge
Unique
Immunities magic
Weaknesses unholy 15
Spells
Divine Innate Spells (DC 36, attack +28)
Languages common, dwarven, empyrean, petran, pyric
Senses darkvision, truesight 60 ft.
Speeds 35 ft., burrow 35 ft.
Skills athletics +30, crafting +28, religion +28
Recall Knowledge arcana or religion DC 44

Attacks

Melee Warhammer +30/+25/+20(holy, shove)
Damage: 3d12+14 bludgeoning
Effect: improved knockdown
Ranged Force Blast +28/+23/+18 (range 100 ft.)(holy, magical)
Damage: 3d12+8 force

Abilities

Telepathy 100 feetinteraction(aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Ablative Adaptationdefensive

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, dawnsilver, or silver (Grand Defender's choice).

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Golem Antimagicdefensive

Harmed by acid (8d10 untyped, 2d10 untyped from areas or persistent damage); healed by fire (area 2d10 healing HP); slowed by electricity A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem. • Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical. • Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical. • Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round. • Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.

Shield Blockdefensive

Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Vulnerable to Rustdefensive

Magical rusting effects, like a rust monster's antennae, affect the Grand Defender normally.

Hammer Storm◆◆offensive(divine, earth)

The Grand Defender unleashes a volley of warhammers that deal 12d8 bludgeoning damage in a 50-foot cone (DC 36 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.

Improved Knockdownoffensive

Trigger The monster's last action was a successful Strike that lists Improved Knockdown in its damage entry Effect The monster attempts to Trip the creature as a free action. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Description

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.