Desecrated Guardian
Level 18Attacks
Abilities
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.
The desecrated guardian draws in rubble from the surrounding area to rebuild its damaged body. It recovers 8d6 healing Hit Points. It can only use this ability if it is near suitable rock or rubble.
The desecrated guardian thrashes its body about, causing the nearby terrain to crumble and crash down on creatures in a 60-foot area, dealing 12d10 bludgeoning damage (DC 42 reflex save). It can't use Avalanche again for .
If the desecrated guardian started its turn hidden, it can Trample and remain hidden until after its attacks.
(2d8+18)[bludgeoning] damage, DC 39 fortitude save
Huge, (3d8+20)[bludgeoning] damage, Rupture 45
Huge or smaller, tail, DC 37 reflex save
Countless temples across Golarion, dedicated to deities both living and forgotten, have risen and fallen through the ages. Many find themselves buried under sand, snow, or vine never to be found. In such places, the spirits of the faithful can bind with their ruined temple to form a guardian construct, though with nothing left to guard, these spirits often become hollow, resentful, and filled with malice. These "desecrated guardians" lie in wait, sometimes for centuries, and destroy any adventurers who happen upon them. The most powerful desecrated guardians, such as the one presented here, incorporate the structures of multiple temples into their massive serpentine forms.