CREATURE 5
Perception +11; darkvision
Skills Athletics +14
Str +5 Dex -2 Con +4 Int -5 Wis +0 Cha -5
AC 22; Fort +15, Ref +9, Will +11
HP 60; Immunities mental, poison, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, sickened, unconscious
Divine Destruction (divine, necromancy) 5d6 negative, DC 19
Faith Bound 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)
Speed 30 feet
Melee fist +14 (magical, reach 10 feet), Damage 2d8+7 bludgeoning plus Grab
Melee staff +14 (magical, reach 10 feet, two-hand d8), Damage 2d4+7 bludgeoning plus Grab
Divine Innate Spells DC 19; Cantrips (3rd) daze
Divine Domain Spells DC 19, 1 Focus Points; 3rd cry of destruction, protector's sacrifice
Faithful Weapon staff, 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.
Bestiary 3, page 73.
Open Divine Warden Of Khiziand in the interactive creatures list or browse all creatures starting with D.