Warsworn
Level 16Attacks
Abilities
100 feet. DC 35 will
Trigger The warsworn moves into a dying creature's space;
Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature's level. As long as the warsworn still exists, absorbed creatures can't be resurrected except by Wish or a similarly powerful effect.
100 feet.
The warsworn automatically controls unattended weapons in the aura, which levitate around the warsworn. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet. These strikes deal four of the weapon's damage dice +9 and use the weapon's damage type.
When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 35 fortitude save or become Drained 2 and Doomed 1. On a critical success, the target becomes temporarily immune to the warsworn's energy drain for 24 hours.
A creature hit by a warsworn's scrap ball Strike must attempt a DC 37 reflex save. On a failure, the target falls Prone; if the target was airborne, it falls up to 120 feet, taking damage from the fall and landing prone if the descent brings it to the ground. On a critical failure, the target is also held under a pile of scrap ().
Huge or smaller, corpse wave, DC 37 reflex
A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.