Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Critical Failure
As failure, except the creature becomes enfeebled 2 and stupefied 2
Ability
Critical Success
The creature takes half damage.
Ability
Divine Destruction
(divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 5d6 negative damage. Each creature in the area must attempt a DC 19 Will save with the following outcomes.
Ability
Divine Domain Spells
DC 19, 1 Focus Point; 3rd cry of destruction, protector's sacrifice
Ability
Divine Innate Spells
DC 19; Cantrips (3rd) daze
Ability
Failure
The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC
Ability
Faith Bound
(abjuration, divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive).
Ability
Faithful Weapon
A divine warden always wields its patron diety's favored weapon, in this case a +1 striking staff.
Ability
Instrument of Faith
The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.
Ability
Success
The creature takes full damage.
Offense
Melee
Circumstance: combat round (melee)
fist +14 [+9/+4] (magical, reach 10 feet), Damage 2d8+7 bludgeoning plus Grab
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.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision