Sunburst Corpse

Level 14
Creature· evilUncommonMediumLegacy
AC
35
HP
255
Speed
35 ft.
Perception
+25
Fort
+28
Ref
+21
Will
+25
Immunities bleed, blinded, dazzled, fire
Weaknesses cold 10
Languages common
Senses darkvision
Skills intimidation +29, occultism +25, athletics +23
Recall Knowledge DC 34 (religion)

Attacks

Melee Claw +29 (agile, finesse, unarmed), Damage 3d6+13 slashing plus 2d8 fire
Melee Sunfire +25, Damage 7d6 fire

Abilities

Blinding Aura

60 feet. The sunburst corpse sheds bright light. Any creature that starts its turn in the emanation must succeed at a DC 31 fortitude save. If it fails, it's Blinded for 1 minute, and if it critically fails, it's blinded permanently. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.

Darkness Vulnerability

A sunburst corpse is Sickened 1 while in areas of magical darkness. If the level of the magical darkness effect is at least half of the sunburst corpse's level (a 7th-rank effect against most sunburst corpses), the sunburst corpse is also Slowed 1 while in the area.

Light Camouflage

The sunburst corpse is Concealed in areas of natural bright light, such as due to sunlight or torches, even to creatures that can see clearly in bright light. Magical bright light and light from the sunburst corpse's blinding aura don't conceal the sunburst corpse.

Constrict

(2d6+6)[bludgeoning,2d8 fire] and Residual Light, DC 34 fortitude


Nova Burst◆◆◆

The sunburst corpse intensifies its light and unleashes a burning blast of energy. It deals 12d8 fire damage to all creatures in a 20-foot area (DC 34 fortitude save). A creature that fails its save becomes Dazzled until the end of its next turn. The sunburst corpse can't use Nova Burst again for , and its blinding aura becomes inactive during this time.

Residual Light

When a sunburst corpse Strikes or Grapples a creature, some of the corpse's light clings to the creature for a moment. The creature must attempt a DC 34 fortitude save. On a failure, the creature is Dazzled until the end of its next turn. On a critical failure, the creature is dazzled for 1 minute. A dazzled creature can use an Interact action to wick off the light and remove the dazzled condition.

Grab