Living Sun-Spire

Level 13
Creature· constructGargantuanLegacy
AC
36
HP
200
Speed
20 ft.
Perception
+21
Fort
+29
Ref
+19
Will
+17
Immunities fire
Senses darkvision
Skills athletics +30
Recall Knowledge DC 31 (arcana)

Attacks

Melee Arm +28 (magical, reach 15 ft.), Damage 3d12+11 bludgeoning
Melee Spear +28 (magical, reach 20 ft.), Damage 3d12+11 piercing
Melee Sunfire Beam +28 (fire, magical), Damage 3d8+11 fire

Abilities

Attack of Opportunity
Construct Armor (Hardness 14)

Like normal objects, the Living Sun-Spire has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness.

Once the statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 32.

Steal the Sun

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 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. Th

Beam of the Seven Suns◆◆

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 area, dealing 11d8 fire damage to all creatures in the line (DC 33 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-rank Wall of Fire spell, dealing 5d6 fire damage to any creature that cross

Trample◆◆◆

Large or smaller, arm, DC 33 reflex


Grab