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Living-Sun Spire

This creature did not include a description.

Recall Knowledge - Construct (Arcana, Crafting): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Living-Sun SpireCreature 12

Legacy Content

N Gargantuan Construct Mindless 
Source Pathfinder #172: Secrets of the Temple City pg. 57
Perception +21; darkvision
Skills Athletics +28
Str +9, Dex +2, Con +8, Int -5, Wis +0, Cha -5
AC 34 (34 when broken); Fort +27, Ref +17, Will +15; construct armor
HP 180; Hardness 14; Immunities death effects, disease, doomed, drained, fatigued, fire, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Attack of Opportunity [reaction] 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 [reaction] (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 [one-action] arm +26 [+21/+16] (magical, reach 15 feet), Damage 3d12-2+11 bludgeoning plus GrabMelee [one-action] spear +26 [+21/+16] (magical, reach 20 feet), Damage 3d12-2+11 piercingRanged [one-action] sunfire beam +26 [+21/+16] (fire, evocation, magical, range increment 100 feet), Damage 3d8-2+11 fireBeam of the Seven Suns [two-actions] (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 31 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 [three-actions] Large or smaller, arm, DC 31