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Radiant Warden

CREATURE 17

The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions.

Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose.


Perception +30; darkvision
Languages any one ancient language (such as Jistkan)
Skills Arcana +32, Astronomy Lore +36, Athletics +33, Occultism +32
Str +9, Dex +6, Con +5, Int +6, Wis +5, Cha +0

AC 40; Fort +32, Ref +29, Will +28
HP 300; Resistances mental 15, physical 15 (except adamantine)
Gatekeeper Aura (aura, occult)

60 feet. A creature that uses a teleportation ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 Will save or become Sickened 1 and have its destination changed to a point of the radiant warden's choosing within the aura. On a successful save, the creature arrives as intended but is still sickened 1.


Speed 30 feet, fly 30 feet
Melee Hammer +32 (magical, reach 15, shove), Damage 3d12+15 bludgeoning plus Radiant Blow
Ranged Radiant Beam +31 (force, magical, range increment 30 feet), Damage 4d10+6 force
Occult Innate Spells DC 38, attack +30; 9th Teleport; 8th Pinpoint, Collective Transposition (×3); 7th Planar Seal, Wall of Force; 5th Translocate (At Will)
Orrery (concentrate)

Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on Deception checks and DCs to convincingly pass as such a machine.

Radiant Blast (force, occult)

The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic Reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds.

Radiant Blow

When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 Will save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also permanently Blinded.

Pathfinder Monster Core 2ORC