Converted by: vip00
Divine Guardian Human Thaumaturge 12/Fighter 1 CR 14
AC 25, touch 15, flat-footed 24 (+8 armor, +4 deflection, +1 Dex, +2 natural)
HP 100 (12d6+1d10+52); Fast Healing 5
Fort +10, Ref +5, Will +9;
Defensive Abilities ability healing; DR 10/adamantine; Immune disease, poison, mind-affecting effects; SR 24
Weaknesses bound to the faith
Speed 40 ft.
Melee fanged falchion +15/+10 (2d4+9/15-20 plus 2d6 vs good)
Ranged +1 cold iron returning dagger +8 (1d4+5/19-20)
Special Attacks instant summons 2/day, strength surge
Spell-Like Abilities (CL 13th; Concentration +19)
1/day— arcane lock , augury , clairaudience/clairvoyance , commune , dismissal , forbiddance , guards and wards (already used), hold portal
0— guidance , resistance , detect magic , mending
Every day, he wards the complex by casting alarm and guards and wards. He also casts nondetection, extended magic vestment, and extended greater magic weapon every day after finishing his daily prayers. If he has time just before combat begins (he should due to his alarms), he casts stoneskin, spell resistance, freedom of movement, bull’s strength, and bear’s endurance on himself – all of these effects are calculated in his stat block.
In combat, the his strength is in his magic. In the first 2 rounds of combat, he uses his instant summons ability to first cast summon monster VI and then summon monster V as free actions (summoning 1d3 shadow mastiffs on round 1 and a barghest on round 2). While these summoned monsters engage his foes, he casts righteous might and then divine power. On round 3, he casts quickened divine favor and then enters combat, casting quickened spiritual weapon on round 4 to attack a spellcaster or healer. He dimension doors to a safe area in his complex if brought below 10 hit points, then hides inside his lair and waits for his fast healing to fix him up before returning to continue a fight with intruders. If confronted in his lair, he fights to the death. Note that the fact that his domain is warded and the fact that he bound to it define the encounter!
Str 18, Dex 12, Con 19, Int 10, Wis 12, Cha 22
Base Atk +7; CMB +11; CMD 22
Feats Craft Magic Arms and Armor, Extend Spell, Improved Critical (falchion), Improved Familiar, Quicken Spell, Skill Focus (Bluff), Weapon Focus (falchion), Power AttackB
Skills Bluff +27, Intimidate +28, Knowledge (Arcana) +8, Knowledge (Planes) +13, Perception +9, Perform (Poetry) +12, Sense Motive +8, Spellcraft +13; Racial Modifiers +5 Perception, +5 Sense Motive
Languages Abyssal, Giant, +1 additional
SQ blessed life, milky eye, raspy voice, sacred site, scaly skin, summon familiar (not summoned)
Gear Gear +1 breastplate, fanged falchion, +1 cold iron returning dagger, Headband of Alluring Charisma +2, 750 gp in diamond dust
He heals 1 point of ability damage per round in each damaged ability score.
He does not age or breathe and does not require food, drink, or sleep.
A cleric of an evil god can command him as if he were a 6 HD undead creature.
He can dimension door (as the spell of the same name, CL 13th) to reach any location within his sacred site.
He gains a +4 bonus on initiative checks and his base speed is 60 feet (or 40 feet when wearing his +1 breastplate).
He has a +5 racial bonus on Perception and Sense Motive checks.
Twice a day, he can cast a prepared summon monster spell as a free action, provided the monster summoned hails from the Abyss (i.e., is a demon or a Chaotic Evil fiendish creature).
His milky eye imparts a –2 penalty on his Perception checks, but also grants him blindsight to 10 feet.
His voice is harsh and unpleasant, granting a +3 bonus on Intimidate checks but a –3 penalty on Perform checks relating to his voice.
He is bound to his sacred site, and has been charged by his god with keeping the site sacred and free from intrusion. Should he ever move beyond these areas, he loses the divine guardian template and his spellcasting ability until he atones and re-enters the site within one week. Otherwise, he loses the template permanently and takes 6d6 points of Constitution drain as his body adjusts to the loss.
His skin is covered with a layer of transparent scales that grant him a +2 natural armor bonus.
Animals within 30 feet of him must make a DC 22 Will save or become hostile to him. This aura also grants him a +3 bonus on Intimidate checks. The save DC is Charisma-based.
Pathfinder 5: Sins of the Saviors