The material below is designated as Open Game Content
Hit Dice: 14d10+40 (117 hp)
Speed: 40 ft. (8 squares)
Armour Class: 28 (–2 size, +20 natural), touch 8, flat-footed 28
Base Attack/Grapple: +10/+28
Attack: Slam +18 melee (1d10+15)
Full Attack: Two slams +18 melee (1d10+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Burst
Special Qualities: Antimagic field, construct traits, darkvision 60 ft., damage reduction 10/adamantine, healing, low-light vision, transport through streets
Saves: Fort +4, Ref +4, Will +5
Abilities: Str 30, Dex 10, Con —, Int 0, Wis 12, Cha 12
Environment: Any urban
Challenge Rating: 13
Alignment: Always lawful neutral
Level Adjustment: —
The creature that erupts out of the cobblestones seems to be made of an amalgam of parts of the city. Its body is built of bricks and stone blocks; it peers at you through streetlamp eyes and growls through its portcullis mouth.
Citywardens are the incarnate spirits of a town or metropolis, spontaneously generated to defend that city against invaders and disasters. They are exceedingly rare; it takes centuries of constant habitation and reverence to awaken the spirit of a city and even then a magical triggering event of some sort is needed to induce the city into animating a portion of itself as a construct. A divine blessing from a god will normally do the trick, as would an interplanar invasion or a gang of high-powered adventurers running riot on the city streets.
The warden is not a construct in the normal sense of the term; it is technically a bodiless spirit that creates a shell for itself from the material of the city. When the citywarden lets its body go, the spirit sinks back down into the ground and the body fl ies apart, the bricks and stones it borrowed returning to their customary places. Most citywardens obey the commands of the town watch or ruling council, but others have formed their own instinctive opinions about who the true authority is in the town. There are tales of wardens loyally serving some beggar-child or thief-king, believing them to be the rightful lords of the city.
A fight with a citywarden always begins the same way – the warden bursts up from below and starts smashing enemies with its mighty fists. A warden cannot go beyond the sight of the edge of the city, but can leave the city precincts to chase enemies away.
Antimagic Field (Su): The citywarden is constantly under the effects of an antimagic field as per the spell, which cancels all magic within ten feet of the creature.
Burst (Ex): When the warden explodes out of the ground using its transport through streets ability, it makes an Improved Bull Rush attack on all within 15 feet of the point where it emerges. Anyone pushed back is also knocked prone.
Healing (Ex): Unlike other constructs, a city warden heals naturally, albeit slowly. It heals five hit points every week, so long as it stays buried and immobile within the city.
Transport Through Streets (Su): A citywarden can instantaneously teleport to any point in the city. It can use this ability at will. It may not leave the limits of the city using this ability. It may appear underground, but cannot appear above street level. Activating this ability is a full- round action.