Divine Warden Army
Level 18Abilities
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).
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.
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
The 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.