Divine Warden of Brigh
Level 10Attacks
Abilities
24 hours, , standby
For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they ha
The divine warden uses a mechanical wand as a focus to channel magical energy. This wand is built into the divine warden's chest, with only the crystal at the end exposed. The warden can Interact to remove the wand, or someone else can remove it with a Thievery check to . The divine warden becomes unable to cast any spells except cantrips while the wand is removed.
When removed, the clockwork wand is a magic wand containing the last 2nd-rank innate s
When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot area, dealing 10d6 vitality damage. Each creature in the area must attempt a DC 29 will save with the following outcomes.
Critical Success The creature takes half damage.
Success The creature takes full damage.
Failure The creature takes full damage and becomes temporarily cursed by Brigh. The creature becomes Enfeebled 1 and Stupefied 1 for 1 day; this is a curse effect with a counteract DC of 29.
C
The divine warden can't attack a creature that openly wears or displays Brigh's religious symbol unless that creature uses a hostile action against the divine warden first.
Frequency once per 10 minutes
Effect The divine warden regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.
light hammer, striking rune
A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a Striking rune while the divine warden wields it; at 12th level, these effects are of a Greater Striking rune, and at 19th level, they're instead of a Major Striking rune.
The divine warden is a beacon for Brigh's faith. A cleric of Brigh can channel a Heal spell through a divine warden of Brigh 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.
Imbued with the divine energy of the goddess of clockwork and invention, divine wardens of Brigh are prominent in Alkenstar as guardians of the Temple of Brigh there. The Bronze Lady might have her largest following in this metropolis. But the city's boomtown atmosphere means that security is a concern even on holy ground. Citizens and visitors to Alkenstar know about its wind-up sentries or quickly learn about them. The High Clockmother, head priestess of Brigh's holy place, keeps divine wardens in the goddess's image visible in the sanctuary and on the grounds. These automatons are as much a warning to would-be thieves or troublemakers as they are an inspiration to Brigh's worshippers. The mixing of divine and arcane in these constructs is intended to show off innovation and evoke Brigh's power over earth, fire, metal, and smoke.
While divine wardens of Brigh can take any form, most are clockworks crafted in the goddess's image.
Created through complex rituals performed by a faith's adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren't intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch.
Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity's herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits.
The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first.
In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful.