Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Divine warden carrion golem
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, negative) 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 20 Will save with the following outcomes.
Ability
Divine Domain Spells 1 Focus Point,
DC 20; 3rd overstuff, touch of undeath
Ability
Divine Innate Spells
DC 20, attack +12; Cantrips (3rd) divine lance
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 deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a striking rune while the divine warden wields it. Scythe
Ability
Filth Fever
(disease) The sickened and unconscious conditions from filth fever can't end or be reduced until the disease is cured; Saving Throw DC 20 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead
Ability
Golem Antimagic
harmed by fire (4d6, 1d8 from areas or persistent damage); healed by electricity (area 1d6 HP); slowed by cold
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.
Ability
Vulnerable to Gentle Repose
Casting a gentle repose spell on a meat guardian causes it to grow stiff. The golem attempts a DC 20 Fortitude save. It's unaffected on a critical success, slowed 1 for 1d4 rounds on a success, and is immobilized and slowed for 1d4 rounds on a failure.
Offense
Melee
Circumstance: combat round (melee)
scythe +15 [+10/+5] (deadly d10, magical, trip), Damage 2d10+4 slashing
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
Divine
This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
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
bleed
death effects
disease
doomed
drained
electricity
fatigued
healing
magic (see Golem Antimagic below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 5 (except adamantine or slashing)