Grand Defender
CREATURE 15Hand-carved by the Father of Creation himself and strengthened by the souls of history's most heroic dwarves, the Grand Defender serves as Torag's herald across the planes. While a true messenger of a deity, the Grand Defender manifests itself in a unique way to other heralds. The chassis of the Grand Defender exists within Forgeheart, Torag's subterranean realm in Heaven. This frame is empty, however, and can only serve basic functions, much like a golem. When faithful call upon the Grand Defender, Torag rouses the construct with spirits. As the might of the Grand Defender comes from Torag's will and the power of the souls within, the Grand Defender can take on any number of forms. Torag can send these spirits to alter any sufficiently sized statue of a dwarven ancestor. This process temporarily converts the carving into the Grand Defender itself, complete with its abilities and equipment.
A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Harmed by acid (8d10, 2d10 from areas or persistent damage); healed by fire (area 2d10 healing HP); slowed by electricity
A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.
- Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical.
- Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain HP equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the HP listed in the parenthetical.
- Slowed By Any magic of this type that targets the golem causes it to be Slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it's slowed 1 for that round.
- Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
Magical rusting effects, like a rust monster's antennae, affect the Grand Defender normally.
The Grand Defender unleashes a volley of warhammers that deal 12d8 bludgeoning damage in a 50-foot cone (DC 36 basic Reflex save). The Grand Defender can exclude any number of squares from the cone's area, preventing damage to creatures in those squares. Creatures that critically fail their save are pushed 10 feet away from the Grand Defender and knocked Prone. The storm creates 24 Medium warhammers that persist after the attack and can be used by creatures. The Grand Defender can't use Hammer Storm for 1d4 rounds.