Living Sun-Spire

CREATURE 13

n gargantuan construct mindless 

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

Attack of Opportunity [R]

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 [R] (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.