CREATURE 13
Perception +21; darkvision
Skills Athletics +30
Str +9 Dex +2 Con +8 Int -5 Wis +0 Cha -5
AC 36 (32 when broken); construct armor; Fort +29, Ref +19, Will +17
HP 200; Hardness 14; Immunities death effects, disease, doomed, drained, fatigued, fire, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Construct Armor Like normal objects, the living sun-spire has Hardness. This Hardness reduces any damage the sun-spire takes by an amount equal to the Hardness. Once a sun-spire is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32.
Steal the Sun (divine, evocation) Trigger A creature within 30 feet of the sun-spire begins to Cast a Spell that has the fire or light trait; Effect The sun-spire attempts to redirect the energy from the triggering effect into its sunlight stores. The sun-spire attempts to counteract the triggering spell with a +22 counteract bonus. If it successfully counteracts the spell, the sun-spire's sunlight stores are empowered. While empowered, the sun-spire deals an additional 2d8 fire damage with all of its attacks and abilities. The sun-spire remains empowered until the end of its next turn.
Speed 20 feet
Melee arm +28 (magical, reach 15 feet), Damage 3d12+11 bludgeoning plus Grab
Melee spear +28 (magical, reach 20 feet), Damage 3d12+11 piercing
Ranged sunfire beam +28 (fire, evocation, magical, range increment 100 feet), Damage 3d8+11 fire
Beam of the Seven Suns (divine, evocation, fire) The sun-spire collects solar energy and uses the energy to create a deadly beam of fire. It fires the beam in a 120-foot line, dealing 11d8 fire damage to all creatures in the line (DC 33 basic Reflex save). The concentrated beam ignites everything in its path, including the air, creating a wall of burning flame along the line that continues to burn until the end of the sun-spire's next turn. This wall has the effects of a 5th-level wall of fire spell, dealing 5d6 fire damage to any creature that crosses the wall or occupies the wall's area at the start of its turn. The sun-spire can't use the Beam of the Seven Suns again for 1d4 rounds, although rounds it's not in sunlight don't count toward this number.
Trample Large or smaller, arm, DC 33
Strength of Thousands #4: Secrets of the Temple-City, page 57.
Open Living Sun-Spire in the interactive creatures list or browse all creatures starting with L.