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Reborn Sun Warrior

Creature 11 (rare) — fire, undead, unholy

Pre-Remaster content. May include legacy alignment.

CrasherSnareLANDfireundeadunholy

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

Perception +21; darkvision
Languages common, necril
Skills acrobatics +21, athletics +23, intimidation +16, religion +19, stealth +21
Str
+5
Dex
+4
Con
+5
Int
+1
Wis
+2
Cha
-1
Items Flame Spike, Religious Symbol of Walkena
AC 31 Fort +24 Ref +21 Will +18
HP 245 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Resistances fire 10, mental 10
Speed 25 feet

Offense

Melee Spear (magical) +24, Damage 3d8+11 piercing plus 1d6 fire
Melee Fist (agile, finesse, nonlethal, unarmed) +23, Damage 1d4+11 bludgeoning plus 1d6 fire plus Grab
Ranged Spear (magical, thrown-20) +23, Damage 3d8+11 piercing plus 1d6 fire

Abilities

Burning Sacrifice (divine, fire) — When the sun warrior is destroyed, they explode in a blast of flame that deals 6d6 fire damage in a 10-foot emanation (DC 27 Reflex save). Creatures that critically fail their saves are marked with Walkena's religious symbol on a visible area of their body, which remains for 1 day. This mark allows Walkena to treat the creature as if he knew the creature's identity but not having met them for the purposes of Scrying, lowering the spell's DC by 2. The sun warrior's gear and treasure are unaffected by the explosion and left in a pile where they die.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Constrict — 1d4+9 bludgeoning plus 2d6 fire{1d4+9 bludgeoning plus 2d6 fire damage}, DC 27 Fortitude save

The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Knocking SweepFrequency once per round

Effect The sun warrior swings their weapon with a sweeping spin. They attempt separate Athletics checks to Trip any number of creatures within their reach. Each attempt counts toward the sun warrior's multiple attack penalty, but the multiple attack penalty doesn't increase until after they make all the attacks.
Pinning Thrust — The sun warrior attempts to drive their spear through a foe to pin them in place. The sun warrior makes a spear Strike. On a hit, the target's clothes, armor, or other piece of equipment becomes pinned to the ground. The sun warrior Releases the spear, and the target is Immobilized until they can remove the spear (Escape). If the Strike was a critical hit, the DC increases by 2.
Grab
Divine Innate Spells DC 27, attack +19
1st Burning Hands
Cantrips (5th) Divine Lance, Message, Shield, Sigil

WORKS WELL WITH

SniperLANDA ranged attacker can stay outside the grapple range and the eventual death-burst radius, dealing damage without risking being caught when this brute finally falls.
WeaverLANDA caster can layer save-based debuffs onto a foe that this brute's trip and pin abilities already keep from disengaging, stacking control faster than the target can recover.

PUNISHES

✖ clumping✖ melee reliance✖ low Fortitude saves
Avoid stacking with other explosive melee brutes, since redundant death-burst threats crowd the same squares without adding new pressure elsewhere.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #172: Secrets of the Temple-City.

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