Monster Dossier

Living Sun-Spire

Living Sun-Spire is a fantasy monster entry from source SoT4.

Level 13

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.