Divine Warden ArmyCreature 18
Source Pathfinder Adventure Path: Hell's Destiny
Perception +31 (darkvision)
Languages Common, Empyrean
Skills Athletics +35, Diplomacy +31, Religion +33
Str +9, Dex +3, Con +5, Int +2, Wis +6, Cha +4
AC 41; Fort +33; Reflex +27; Will +30;
HP 330
Speed 30 feet
Immunities mental
Weaknesses Area Damage 15, Splash Damage 15
Divine Devastation (divine, holy, spirit)
Each time the divine warden army loses a segment and when they're reduced to 0 Hit Points, divine energy erupts from the fallen, dealing 8d6 spirit damage to each enemy within a 30-foot emanation (DC 38 will save). On a failure, a creature is also Enfeebled 1 and Stupefied 1 for 1 day (Enfeebled 2 and Stupefied 2 on a critical failure).
Troop DefensesTroops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Troop MovementWhenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Divine Lance Fusillade
(holy, magical)The divine warden army unleashes beams of divine energy. This fusillade is a 10-foot burst within 60 feet that deals 9d6 spirit damage with a DC 37 reflex save. When the divine warden army is reduced to 2 segments, this area decreases to a 5-foot burst.
Holy Blades
(holy, magical)The divine wardens make coordinated melee attacks with their swords. Each enemy within a 5-foot emanation must attempt a DC 37 reflex save. The damage depends on the number of actions.
1 (2d8+1) slashing damage
2 (4d8+12) slashing damage
3 (6d8+13) slashing damage
Orchestra of FaithThe divine warden army is a beacon for the faithful. A cleric of Iomedae 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 a space of the divine warden army of their choosing.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConstructA construct is an artificial creature empowered by a force other than vitality or void. Constructs are often mindless; they are immune to bleed, death effects, disease, healing, nonlethal attacks, poison, spirit, vitality, void, 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.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
TroopA troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.