Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Blinding Aura
(aura, evocation, incapacitation, light, occult, visual) 60 feet. The sunburst corpse sheds bright light. Any creature that starts its turn in the emanation must succeed at a DC 31 Fortitude save. If it fails, it's blinded for 1 minute, and if it critically fails, it's blinded permanently. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.
Ability
Constrict
2d6+6 bludgeoning plus 2d8 fire and residual light, DC 34
Ability
Darkness Vulnerability
A sunburst corpse is sickened 1 while in areas of magical darkness. If the level of the magical darkness effect is at least half of the sunburst corpse's level (a 7th-level effect against most sunburst corpses), the sunburst corpse is also slowed 1 while in the area.
Ability
Light Camouflage
The sunburst corpse is concealed in areas of natural bright light, such as due to sunlight or torches, even to creatures that can see clearly in bright light. Magical bright light and light from the sunburst corpse's blinding aura don't conceal the sunburst corpse.
Ability
Nova Burst
(evocation, light, occult) The sunburst corpse intensifies its light and unleashes a burning blast of energy. It deals 12d8 fire damage to all creatures in a 20-foot emanation (DC 34 basic Fortitude save). A creature that fails its save becomes dazzled until the end of its next turn. The sunburst corpse can't use Nova Burst again for 1d4 rounds, and its blinding aura becomes inactive during this time.
Ability
Residual Light
(evocation, light, occult) When a sunburst corpse Strikes or Grapples a creature, some of the corpse's light clings to the creature for a moment. The creature must attempt a DC 34 Fortitude save. On a failure, the creature is dazzled until the end of its next turn. On a critical failure, the creature is dazzled for 1 minute. A dazzled creature can use an Interact action to wick off the light and remove the dazzled condition.
Offense
Melee
Circumstance: combat round (melee)
claw +29 [+25/+21] (agile, finesse), Damage 3d6+13 slashing plus 2d8 fire and Grab and residual light
Offense
Ranged
Circumstance: combat round (ranged)
sunfire +25 [+20/+15] (range increment 40 feet), Damage 7d6 fire
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
blinded
dazzled
fire
Language
(can't speak any language)
Common
Perception
darkvision
Weakness
cold 10
darkness vulnerability