Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
construct armor
Ability
Attack of Opportunity [Reaction]
Ability
Beam of the Seven Suns
(divine, evocation, 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 basic 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-level 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.
Ability
Construct Armor
Like normal objects, the living sun-spire has Hardness. This Hardness reduces any damage the sun-spire takes by an amount equal to the Hardness. Once a sun-spire is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 32.
Ability
Steal the Sun [Reaction]
Circumstance: Trigger: A creature within 30 feet of the sun-spire begins to Cas
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.
Ability
Trample
Large or smaller, arm, DC 33
Offense
Melee
Circumstance: combat round (melee)
arm +28 [+23/+18] (magical, reach 15 feet), Damage 3d12+11 bludgeoning plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
sunfire beam +28 [+23/+18] (fire, evocation, magical, range increment 100 feet), Damage 3d8+11 fire
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
death effects
disease
doomed
drained
fatigued
fire
healing
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision