Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.
The Kadamel is a Level 17 creature, with Armor Class 40 and 300 hit points. A kadamel is a stoic celestial guardian that serves as an eternal sentinel over planar portals and sacred thresholds.
Armor Class: 40 (all-around vision) Saving Throws: +1 status to all saves vs. magic Stone Shield. The kadamel can create a stone shield for defense, which grants a +2 circumstance bonus to AC and has Hardness 15, HP 120, and BT 60. All-Around Vision. This monster can see in all directions simultaneously and therefore can't be flanked. +1 Status to All Saves vs. Magic Archon's Protection (reaction). Trigger An enemy damages the archon's ally and both are within 15 feet of the archon. Effect The ally gains resistance 20 to all damage against the triggering damage, and the archon can make a Strike against the enemy. Patience of Stone (aura, divine). 10 feet. Any enemy that ends its turn in the aura must succeed at a DC 36 Fortitude save or be Slowed 1 for 1 minute. If the creature succeeds, it's temporarily immune for 24 hours. Shield Block (reaction). Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield. Calcifying Cloud (2 actions) (divine, incapacitation). Requirements The kadamel hit with a stone axe Strike during its most recent action. Effect The kadamel's axe explodes into calcifying powder. The creature the axe hit and each non-archon creature in a 5-foot emanation must succeed at a DC 38 Fortitude save or become Slowed 1 for 1 minute. If the creature was already slowed by one of the kadamel's abilities, a failed save causes it to be Petrified permanently. Guardian Glyph (1 action) (concentrate). Frequency once per day. Effect The kadamel alters the inscriptions on their body to store an 8th-rank spell, choosing from Divine Decree, Divine Immolation, Divine Wrath, or Planar Seal. While storing the spell, the kadamel chooses an area they're guarding, typically a room containing a planar portal. When an intruder enters the area, the spell is cast automatically and expended. If the spell is targeted, it targets the triggering creature, and if it has an area, the area is centered on the triggering creature. Noticing the glyph requires a successful DC 38 Perception check. The glyph has an unlimited duration and ends if the kadamel uses this ability again or Dismisses the glyph. Re-Arm (free action) (divine). The kadamel forms a new stone axe or stone shield in a free hand Statue (1 action) (concentrate). Until the next time they act, the kadamel appears to be a statue. They have an automatic result of 50 on Deception checks and DCs to pass as a statue. While remaining motionless in this way, the kadamel has fast healing 20.
300 hit points.
Level 17.
AC 40.
Speed 25 ft., fly 50 ft.
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