A blazing two-headed firebird born of desert sunlight, it rakes foes with burning talons, bakes them with killing heat, and bursts into blinding light that sears the undead.
Sun beasts look like a legendary phoenix with two heads that move as if one mind runs both. Their bodies are flame fed by sunlight, their fiery wings measure 16 feet across, and they glow brighter than a light spell, so staring at one hurts.
Diving on prey, a sun beast rakes with two talons for 2d6 apiece and stabs with a beak for 3d6, leaving savage burns; creatures resistant to magical flame take half. Flammable gear that touches it burns until doused or consumed unless it saves vs. magical fire at -2.
It can also pour out heat that causes sunstroke and dehydration. Each round it does this, everyone within 1 foot per hit point it has loses 1d6 Constitution unless they save vs. breath weapon or have special protection from heat and dehydration.
Its signature power is a flare of sunlight that blinds every creature with sight within 150 feet unless it saves vs. spell. Undead in the flash take 6d6 damage, no save allowed. Each flare burns away 5 of the beast's own hit points, and when it hits 0 it explodes with the same effect.
Sunlight heals it 3 hp per round. Out of the sun it cannot regenerate and suffers -4 to hit and damage, and every 12 consecutive hours in shade cost it 3 points of flying speed and 2d6 hit points.
It is immune to all fire and heat, magical or mundane, and to sleep, charm and hold. Only +1 or better magical weapons, creatures of 4 HD or more, and beings with magical abilities can strike it. Cold inflicts 1 extra point per die, darkness deals it 2d6, and continual darkness 4d6.
When possible they form small flocks of up to ten, but most are met alone, being so scarce on the Prime Material Plane. They spend their days high in the sky soaking up light and attack only in self-defense or upon seeing humans, demihumans or humanoids who remind them of their summoners.
All a summoner needs is strong sunlight, and the desert world has plenty, so these are the simplest paraelemental beasts to call and outnumber all the other kinds two to one. Many free-willed ones stay for good because their element is everywhere. They are often seen circling far overhead and rarely approach the ground unless freshly summoned or diving on those they blame for it.
More: Monsters starting with S · Dark Sun monsters · All monsters A-Z
Related: Magma Paraelemental Beast [Dark Sun] · Paraelemental Beast Overview [Dark Sun] · Rain Paraelemental Beast [Dark Sun] · Silt Paraelemental Beast [Dark Sun]
| Climate/Terrain | Any surface area |
|---|---|
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Sunlight |
| Intelligence | Semi (2-4) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 1 |
| Armor Class | 2 |
| Movement | 6, F1 36 (D) |
| Hit Dice | 9 |
| THAC0 | 11 |
| No. of Attacks | 3 |
| Damage/Attack | 3d6/2d6/2d6 |
| Special Attacks | See below |
| Special Defenses | +1 magical weapon or better to hit |
| Magic Resistance | Nil |
| Size | L (16' wingspan) |
| Morale | Elite (15-16) |
| XP Value | 3,000 |