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Herald, The Grand Defender

Made of polished iron, this mighty golem resembles a keen-eyed dwarf. It carries a warhammer and a shield bearing Torag’s symbol.

The Grand Defender CR 15

Source Inner Sea Gods pg. 310
XP 51,200
LG Huge construct (extraplanar, herald)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +20


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


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


Str 32, Dex 9, Con —, Int 15, Wis 14, Cha 13
Base Atk +18; CMB +31 (+33 bull rush); CMD 40 (46 vs. bull rush, 44 vs. trip)
Feats Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Stand Still, Throw Anything, Toughness
Skills Knowledge (dungeoneering, engineering, history, local, nature, religion) +11, Perception +20
Languages Celestial, Dwarven, Ignan, Terran
SQ ablative adaptation, defender’s shield, dwarf traits (defensive training, hardy, hatred, stability, stonecunning, weapon familiarity)
Gear +3 heavy steel shield


Environment any land (Heaven)
Organization solitary
Treasure standard

Special Abilities

Ablative Adaptation (Su) As a standard action, the Grand Defender can shed its outer layer of metal, revealing a slightly smaller version of itself underneath. This new form may be made of cold iron (changing its DR to 15/cold iron), mithral (DR 15/silver), or iron (DR 15/adamantine, as normal). Its attacks count as this metal type for overcoming damage reduction. 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. Once shed, the outer layer decays into worthless powder over 1d4 minutes.

Breath Weapon (Su) The herald’s poisonous breath weapon functions like that of an iron golem (free action every 1d4 rounds, 10 ft. cube, Fort DC 19, 1d4 Con, 2 consecutive saves). The save DC is Constitution-based. The cloud persists for 1 round.

Defender’s Shield (Ex) The herald’s shield is a +3 heavy steel shield, though it becomes nonmagical if the herald is destroyed or is no longer holding or wearing it.

Hammer Storm (Ex) The herald can expel a volley of warhammers from its mouth, which functions like a breath weapon (30-foot cone, 15d6 bludgeoning damage plus Awesome Blow, Reflex 19 half, usable 1/day). If the herald is in its cold iron or mithral form, these hammers count as cold iron or silver, respectively. The herald can exclude any number of squares in the cone. The hammer storm creates 24 physical warhammers that persist after the instantaneous attack and may be used by creatures (though they’re normal warhammers, not masterwork, cold iron, or mithral). The herald can spend 1 minute eating 24 warhammers (or an equivalent amount of metal such as that created by its ablative adaptation ability) to recharge this ability. The save DC is Constitution-based.

Immunity to Magic (Su) The herald has the same immunity to magic as an iron golem.


The Grand Defender is a powerful golem-like tomb that serves as the communal body and resting place of Torag’s greatest dwarven heroes. It stands 18 feet tall and weighs approximately 10 tons.

Creatures in "Herald" Category

End's Voice15
Great Elder Iuu15
Hand of the Inheritor15
Latten Mechanism15
Mother’s Maw15
Mother's Maw15
Night Monarch15
Personification of Fury15
Steward of the Skein15
Sunlord Thalachos15
The First Blade15
The Grand Defender15
The Grim White Stag15
The Menotherian15
The Old Man15
The Prince in Chains15
The Spirit of Adoration15
The Stabbing Beast15


Source Inner Sea Gods pg. 274
Heralds are a special class of unique, godly servants. With few exceptions, each of Golarion’s deities has its own herald, a favored minion that serves as a messenger and emissary throughout the planes. Creatures of myth, the heralds’ interventions on the Material Plane mark lives and are events of legend.

Heralds are unique outsiders of approximately CR 15 with 18 or fewer Hit Dice, making them available for summons via greater planar ally. Only a deity’s worshipers can summon its herald; thus, even the most powerful worshiper of Sarenrae can never summon the herald of Iomedae. In addition, only divine spellcasters can summon heralds, preventing arcane casters and spells like planar binding from effectively calling upon such beings. Even if a character proves powerful enough to call out to a herald, a deity has the final say in whether or not its emissary answers a worshiper’s summons, granting its herald’s service only to followers in the most extreme need or whose acts directly further its will.

Herald Subtype: Heralds are unique representatives of their respective gods and sometimes have a specific outsider subtype such as “devil” or “psychopomp” that grants it additional abilities. A herald has the following traits.
  • Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.
  • Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.