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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 Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Living-Sun SpireCreature 14

Legacy Content

N Gargantuan Construct Mindless 
Source Pathfinder #172: Secrets of the Temple City pg. 57
Perception +23; darkvision
Skills Athletics +32
Str +9, Dex +2, Con +8, Int -5, Wis +0, Cha -5
AC 38 (32 when broken); Fort +31, Ref +21, Will +19; construct armor
HP 220; 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 +30 [+25/+20] (magical, reach 15 feet), Damage 3d12+2+11 bludgeoning plus GrabMelee [one-action] spear +30 [+25/+20] (magical, reach 20 feet), Damage 3d12+2+11 piercingRanged [one-action] sunfire beam +30 [+25/+20] (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 35 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 35