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Living Sun-Spire

Creature 13 — construct, mindless

Pre-Remaster content. May include legacy alignment.

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +21
Skills athletics +30
Str
+9
Dex
+2
Con
+8
Int
-5
Wis
+0
Cha
-5
AC 36 Fort +29 Ref +19 Will +17
HP 200
Immunities fire
Speed 20 feet

Offense

Melee Arm +28, Damage 3d12+11 bludgeoning
Melee Spear +28, Damage 3d12+11 piercing
Ranged Sunfire Beam +28, Damage 3d8+11 fire

Abilities

Attack of Opportunity — 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 (divine) —
Beam of the Seven Suns (divine, 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 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 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 — Large or smaller, arm, DC 33 Reflex Trample
Grab — Grab

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