Living Sun-Spire

Level 13
Creature· constructGargantuanLegacy
AC 36
HP 200
Speed 20 ft.
Fort +29
Ref +19
Will +17
Perc +21
Size Gargantuan
Common
Immunities fire
Senses darkvision
Skills athletics +30
Recall Knowledge arcana DC 31

Attacks

Melee Arm +28/+23/+18(magical, reach 15 ft.)
Damage: 3d12+11 bludgeoning
Effect: grab
Melee Spear +28/+23/+18(magical, reach 20 ft.)
Damage: 3d12+11 piercing
Ranged Sunfire Beam +28/+23/+18 (range 100 ft.)(fire, magical)
Damage: 3d8+11 fire

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Construct Armor (Hardness 14)defensive

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 Sundefensive(divine)

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.

Beam of the Seven Suns◆◆offensive(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◆◆◆offensive

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).

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.