Charnel God

Charnel God CR 24

XP 1,228,800
Unique aggregate charnel god
CE Huge construct (robot)
Init +15; Senses blindsight 120 ft., darkvision 60 ft., divine sense, low-light vision, true seeing; Perception +36
Aura divine antithesis (60 ft., DC 35)


AC 53, touch 35, flat-footed 43 (+5 deflection, +10 Dex, +12 natural, +12 profane, +6 shield, –2 size)
hp 485 (26d10+342 plus 115 from force field); fast healing 10 (23 for force field) (24 temporary hit points)
Fort +23, Ref +21, Will +23
Defensive Abilities divine antithesis; DR 15/—; Immune construct traits; Resist acid 30, cold 30, electricity 30, fire 30, sonic 30; SR 35
Weaknesses vulnerable to critical hits, vulnerable to electricity


Speed 60 ft., fly 160 ft. (perfect)
Melee +5 unholy longsword +50 or +48/+48/+43/+38/+33 (3d6+27/17-20), +5 holy light steel shield +47/+42/+37 (1d8+18)
Ranged +5 holy laser cannon +40 touch (6d6+11 fire), arc cannon +35 touch (6d6+6 electricity), rocket +35 touch (12d6+6), zero cannon +35 touch (6d6+6 cold)
Space 15 ft.; Reach 20 ft.
Special Attacks combined arms, plasma lance (26d6, 120 ft line, DC 34 Reflex save half), severance
Spell-like Abilities (CL 24rd; concentration +36)


Before Combat the charnel god casts holy sword on her shield and integrated guns as well as shield of faith, righteous might, holy aura, and divine power on herself (these modifiers are already applied to her abilities).

During Combat the charnel god will primarily focus on divine spellcasters, separating them from allies using quickened blade barrier before charging into melee to eviscerate them with full attacks. She uses Inspiring Sword in conjunction with her charge attacks to bolster herself and her allies and uses her spell-like abilities to shut down enemies who she cannot easily charge.

Morale If reduced below 100 hit points, the charnel god will use gate to retreat and recover. If she is in combat with at least one divine spellcaster, she instead fights to the death or until all divine spellcaster opponents are dead.


Str 38, Dex 31, Con —, Int 33, Wis 30, Cha 35
Base Atk +26; CMB +41; CMD 74
Feats Combat Reflexes, Critical Focus, Cut from the Air, Dazzling Display, Disciple of the Sword, Disruptive, Divine Fighting Technique (Inspiring Sword), Greater Two-Weapon Fighting, Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Iron Will, Martial Focus (longsword), Power Attack, Quicken Spell-like Ability (blade barrier), Shatter Defenses, Shield Mastery, Shield Slam, Smash from the Air, Spellbreaker, Staggering Critical, Stunning Critical, Weapon Focus (longsword)
Skills Diplomacy +38, Disguise +38 (+46 to impersonate a humanoid), Fly +41, Intimidate +38, Knowledge (arcana, dungeoneering, geography, history, planes, religion) +37, Perception +36, Spellcraft +37, Survival +36
Languages Aklo, Celestial, Common, Goblin; telepathy 300 ft.
SQ divinity lost, favored weapon, hideous will, resolution of lost glory, robot upgrades (booster jets (5 UP), combined arms, energy shielding (sonic) (3 UP), extended range (radar dish), false flesh, force field, integrated weaponry x4, override (3 UP, dc 34), plasma lance (26d6, dc 34), radar dish (6 UP), rapid movement (10 UP), reach, remote communication, resilient (2 UP), rockets, 46 UP) Combat Gear +5 unholy longsword, +5 holy light steel shield


Divine Antithesis (Ex)

A charnel god is immune to any divine spell that allows spell resistance. Additionally, creatures within 60 feet of a charnel god gain spell resistance against divine spells equal to 11 + the charnel god’s CR (35). Creatures cannot voluntarily lower this spell resistance.

Divine Sense (Su)

A charnel god can identify servants of the gods on sight, can immediately determine whether a creature it sees is capable of casting divine spells, and knows the highest level of spell that creature is capable of casting. It gains a +8 insight bonus on all Perception and Sense Motive checks attempted against such targets.

Divinity Lost (Su)

A charnel god gains, as spell-like abilities, the domain spells of two domains granted by the deity from which it formed. It can use domain spells of 5th level or lower as at-will spell-like abilities, spells of 6th to 8th level three times per day as spell-like abilities, and 9th level spells once per day as spell-like abilities. The caster level for these abilities equals the charnel god’s CR (24 in this case), and the save DCs are Charisma-based. The charnel god does not gain any of these domains’ granted powers. The charnel god presented above has the Glory and War domains, and these spell-like abilities are included in its stat block.

Favored Weapon (Su)

As a free action, a charnel god can conjure a weapon from the fragments of its former divine power. This weapon is always a +5 unholy weapon of the type favored by the deceased deity. The weapon functions only for the charnel god and vanishes if it leaves the charnel god’s possession.

Melee weapons created in this way are treated as if they were made of adamantine for the purposes of determining their resistance to damage and their ability to bypass hardness.

Ranged weapons created in this way do not provoke attacks of opportunity when the charnel god uses them.

Hideous Will (Ex)

A charnel god is suffused with profane energy. It gains a profane bonus to its AC and Fortitude saving throws equal to its Charisma modifier. Additionally, it uses its Charisma modifier in place of its Constitution modifier when calculating its hit points.

Resolution of Lost Glory (Ex)

The charnel god contains a unique AI known as the Resolution of Lost Glory which confers 12 bonus feats and allows the charnel god to ignore spell resistance with her spell-like abilities. In addition, the charnel god may treat her own alignment as lawful good for the purpose of determining how any abilities affect her.

Severance (Su)

As a swift action that doesn’t provoke attacks of opportunity, a charnel god can attempt to sever the connection between a creature and its divine patron. The target must be within 60 feet of the charnel god, and it must attempt a DC 35 Will save to avoid being cut off from the divine. If successful, the target cannot be targeted by this ability again for 24 hours. If the target fails, it becomes stunned for 1 round and then permanently staggered thereafter. This ability has no effect on characters who don’t have levels in any class that grants divine spellcasting, but it does affect characters who have minimal divine spellcasting abilities, such as paladins or rangers. This is a curse effect.

Atonement can remove this effect, but only if the caster succeeds at a DC 35 caster level check. The save DC is Charisma-based.

Section 15: Copyright Notice

Like a Boss © 2023, Samurai Sheepdog. Authors: Kevin Glusing, Matt Daley, Mike Myler, Charles W. Plemons III

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