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    Grand Defender

    This mighty golem made of polished iron resembles a keen-eyed dwarf. It carries a warhammer and a large shield bearing a holy symbol.

    Grand Defender CR 15

    XP 51,200
    LG Huge construct (extraplanar)
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +20

    DEFENSE

    AC 32, touch 7, flat-footed 32 (–1 Dex, +20 natural, +5 shield, –2 size)
    hp 157 (18d10+58)
    Fort +6, Ref +5, Will +8
    DR 15/adamantine; Immune construct traits, magic

    OFFENSE

    Speed 30 ft.
    Melee warhammer +27/+22/+17/+12 (3d6+11/×3)
    Space 15 ft.; Reach 15 ft.
    Special Attacks breath weapon, hammer storm

    STATISTICS

    Str 32, Dex 9, Con —, Int 15, Wis 14, Cha 13
    Base Atk +18; CMB +31; CMD 40
    Feats Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Stand Still, Throw Anything, Toughness
    Skills Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (religion) +11, Perception +20
    SQ ablative adaptation, defender's shield, dwarf traits

    SPECIAL ABILITIES

    Ablative Adaptation (Su)

    As a standard action, the Grand Defender can cast off its outer layer of metal, revealing a slightly smaller version of itself underneath. This new form may be made of cold iron, mithral, or iron, and its appearance may change with each use of the ability, altering its apparent genders, hair style, and so on. In its cold iron form, the Grand Defender's DR changes to DR 15/cold iron and its attacks count as cold iron for the purpose of bypassing damage reduction. In its mithral form, its DR changes to DR 15/silver and its attacks count as silver. In its iron form, its abilities revert to normal. If the herald is brought to 0 hit points, it becomes inert; 1d4 hours after it last took damage, it sheds its outer layer and reanimates at half its normal hit points. Regardless of how often it uses this ability, the herald never changes size categories, as if it slowly grows to its normal size between transformations.

    Once shed, the outer layer decays into worthless powder 1d4 minutes after the transformation, though before this occurs it can spend 1 full round consuming the discarded metal to recharge its hammer storm ability.

    Breath Weapon (Su)

    As a free action once every 1d4+1 rounds, the Grand Defender can exhale a 10-foot cube of poisonous gas that persists for 1 round. Any creature within the area when it is exhaled (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the Grand Defender uses this power.

    Breath weaponinhaled; save Fort DC 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based.

    Defender's Shield (Ex)

    The Grand Defender's shield is a +3 heavy steel shield, though it becomes non-magical if the herald is destroyed or is no longer holding or wearing it.

    Dwarf Traits (Ex)

    The Grand Defender has the following dwarven racial traits: defensive training, hardy, hatred, stability, stonecunning, and weapon familiarity.

    Hammer Storm (Ex)

    Once per day as a full-round action, the Grand Defender can expel a volley of warhammers from its mouth in a 30-foot cone that deals 15d6 points of bludgeoning damage (Reflex DC 19 half). If the herald is in its cold iron or mithral form, these hammers count as cold iron or silver. The Grand Defender can exclude any number of squares in the cone's area, preventing the hammers from striking those squares. The attack also counts as an awesome blow, though the Defender makes a single combat maneuver check, applying that result to the CMD of all creatures in the area, and affected creatures can only be knocked directly away from the Defender. The hammer storm actually creates 24 physical warhammers that persist after the instantaneous attack and may be used by creatures (though they are normal warhammers, not masterwork, cold iron, or mithral). The Grand Defender can spend 1 minute eating 24 warhammers (or an equivalent amount of metal) to recharge this ability.

    Immunity to Magic (Ex)

    The Grand Defender is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

    • A magical attack that deals electricity damage slows the Grand Defender (as the slow spell) for 3 rounds, with no saving throw.
    • A magical attack that deals fire damage breaks any slow effect on the Grand Defender and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the herald to exceed its full normal hit points, it gains any excess as temporary hit points. The Defender gets no saving throw against fire effects.
    • The Grand Defender is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.