Monster Dossier
Living Sun-Spire
Living Sun-Spire is a fantasy monster entry from source SoT4.
Traits
ngargantuanconstructmindless
Rules & statistics
Monster Profile
Perception
21
Senses
- Name
- darkvision
Skills
- Athletics
- 30
Ability Mods
- Str
- 9
- Dex
- 2
- Con
- 8
- Int
- -5
- Wis
- 0
- Cha
- -5
Defenses
- Ac
- Std
- 36
- When broken
- 32
- Abilities
- construct armor
- Saving Throws
- Fort
- 29
- Ref
- 19
- Will
- 17
- Hardness
- 14
- Hp
- Hp
- 200
- Immunities
- death effects
- disease
- doomed
- drained
- fatigued
- fire
- healing
- mental
- necromancy
- nonlethal attacks
- paralyzed
- poison
- sickened
- unconscious
Speed
- Walk
- 20
Attacks
- Range
- Melee
- Traits
- magical
- reach
- Name
- arm
- Attack
- 28
- Damage
- 3d12+11 bludgeoning plus Grab
- Range
- Melee
- Traits
- magical
- reach
- Name
- spear
- Attack
- 28
- Damage
- 3d12+11 piercing
- Range
- Ranged
- Traits
- fire
- evocation
- magical
- range increment
- Name
- sunfire beam
- Attack
- 28
- Damage
- 3d8+11 fire
Abilities
- Mid
- Name
- Attack of Opportunity
- Activity
- Number
- 1
- Unit
- reaction
- Name
- Construct Armor
- Entries
- 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.
- Name
- Steal the Sun
- Activity
- Number
- 1
- Unit
- reaction
- Traits
- divine
- evocation
- Trigger
- A creature within 30 feet of the sun-spire begins to Cast a Spell that has the fire or light trait
- Entries
- 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.
- Bot
- Name
- Beam of the Seven Suns
- Activity
- Number
- 2
- Unit
- action
- Traits
- divine
- evocation
- fire
- Entries
- 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 (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.
- Name
- Trample
- Activity
- Number
- 3
- Unit
- action
- Entries
- Large or smaller, arm, 33
Background
Lore
No lore provided.