Living Sun-Spire
Creature 13 — construct, mindless
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDconstructfire
Source: strength-of-thousands-bestiary (Pre-Remaster)
Perception +21; darkvision
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, mental
Speed 20 feet
Offense
Melee Arm (magical, reach-15) +28, Damage 3d12+11 bludgeoning plus Grab
Melee Spear (magical, reach-20) +28, Damage 3d12+11 piercing
Ranged Sunfire Beam (fire, magical) +28, range increment 100 feet, 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.
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
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Grab —
WORKS WELL WITH
SnareLANDA controller that keeps enemies lined up or grouped multiplies the value of the line-shaped area attack.
FlankerLANDA mobile skirmisher can dodge the wide reach and line attacks while still pressing melee alongside the slower construct.
WeaverLANDA caster weakening Reflex saves increases the near-guaranteed damage of the hard-to-avoid line attack.
PUNISHES
✖ clumping✖ standing still
Avoid pairing with another Crasher whose big area attack overlaps the same burst niche, wasting the action economy on redundant area damage.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Living Sun-Spire in the encounter builder — free, no install.
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