Reborn Sun WarriorCreature 11
Source Pathfinder #172: Secrets of the Temple-City
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
AC 31; Fort +24; Reflex +21; Will +18;
HP 245 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Resistances Fire 10, Mental 10
Spear
+24 (+19, +14) to hit (magical) 3d8+11 PiercingFist
+23 (+19, +15) to hit (agile, finesse, nonlethal, unarmed) 1d4+11 Bludgeoning + 1d6 FireSpear
+23 (+18, +13) to hit (magical, thrown 20) 3d8+11 PiercingBurning 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 HealingA 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],2d6 fire1d4+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 Sweep
Frequency 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 ([/act escape dc=27]). If the Strike was a critical hit, the DC increases by 2.
Grab
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 [/act 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.
Divine Innate Spells (DC 27, +19 to hit)
Cantrips (6th Level): Divine Lance, Message, Shield, Sigil
1st Level: Burning Hands
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.