These slavering monstrosities of immense size and strength live only to destroy. They are unnatural things, born of a fundamental wrongness in the universe where entropy gnaws at the root of reality.
Whatever their provenance, they are living engines of destruction, slumbering for long periods before awakening with an incomprehensible hunger for sustenance and devastation. Their rampages lack cruelty or premeditation. They are comparatively simple creatures, their urges to destroy purely instinctual. They wreak havoc because it is what they were created to do, each in their own way. It may be that they represent a divergence in the fabric of reality, a natural flaw that seeks to unravel the threads of the universe even as the universe attempts to heal itself around them, which in turn they experience as a suffocating constriction. They must destroy if they are to survive, rending reality to create space to breathe, figuratively speaking. Their apparent satiation at the end of rampages may simply represent the spawn unraveling the order of the universe sufficiently to allow them to once more rest in peace. Their hibernation resumes until the universe knits itself back together too tightly, choking the spawn once more until they rise yet again in another waking rampage of annihilation.
It is known that certain strange and nigh-impossible rituals are capable of attracting the attention of a spawn of divine destruction or awakening one from long hibernation. Such rituals may draw the spawn to a place or perhaps point it in a certain direction, but taking full control of a spawn is wholly impossible. Perhaps the most famous living spawn is the Tarrasque.
The spawn are Colossal magical beasts, and gain the normal features of a creature of that type as well as the following traits common to all spawn.
Spawn radiate an aura of terror in a 300-foot radius.
Spawn of Divine Destruction can sleep for years, decades, or even centuries and do not need to eat or breathe during these periods of dormancy, though they breathe normally and eat ravenously and almost constantly once they’ve been awakened. If a spawn is forced into an environment where it cannot breathe and would suffocate, it goes into hibernation until conditions are right for it to reawaken.
All spawn of Divine Destruction are immune to ability damage, bleed, disease, energy drain, mind-affecting effects, paralysis, permanent wounds, petrification, poison, and polymorph. In addition, each spawn possesses immunity to two of the following energy types: acid, cold, electricity, fire, or sonic.
All spawn of Divine Destruction possess regeneration, and no form of attack can suppress this regeneration; they regenerate even if disintegrated or slain by a death effect. If a spawn fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported as a means to save a region, but a method to kill spawn has yet to be discovered.
A spawn possesses spell resistance equal to 11 + its CR.
A spawn can always charge, even if its movement is impeded or its path is blocked by another creature. It receives a +20 racial bonus on combat maneuver checks to overrun and Strength checks to break or destroy objects, and can make one such check as a free action as part of a charge. In addition, the natural weapons of a spawn ignore all forms of damage reduction and hardness.
Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.