Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Tail only.
Ability
Avalanche
The desecrated guardian thrashes its body about, causing the nearby terrain to crumble and crash down on creatures in a 60-foot cone, dealing 12d10 bludgeoning damage (DC 42 basic Reflex save). It can't use Avalanche again for 1d4 rounds.
Ability
Coiled Rockslide
If the desecrated guardian started its turn hidden, it can Trample and remain hidden until after its attacks.
Ability
Constrict
2d8+18 bludgeoning, DC 39
Ability
Desecration Aura
(aura, abjuration, divine, evil) 40 feet. Desecrated guardians exude a palpable malice that nauseates all but the most wicked passersby. Non-evil creatures that enter the aura must attempt a DC 37 Will save. On a failure, the creature becomes sickened 1 (sickened 2 on a critical failure). In addition, any non-evil creatures that attempt to Cast a Spell within the aura must succeed at a DC 5 flat check or the spell is lost.
Ability
Rebuild
(divine, earth, healing transmutation) The desecrated guardian draws in rubble from the surrounding area to rebuild its damaged body. It recovers 8d6 Hit Points. It can only use this ability if it is near suitable rock or rubble.
Ability
Trample
Huge or smaller, tail, DC 37
Offense
Melee
Circumstance: combat round (melee)
jaws +35 [+30/+25] (deadly 3d12, magical, reach 20 feet), Damage 3d10+22 bludgeoning plus Improved Grab
Offense
Swallow Whole
Huge, 3d8+20 bludgeoning, Rupture 45
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
cold
death effects
disease
doomed
drained
fatigued
fire
healing
mental
necromancy
nonlethal
paralyzed
poison
sickened
unconscious
Perception
lifesense 60 feet
Resistance
physical 15 (except adamantine)
Weakness
good 15