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Reborn Sun HunterCreature 11


RareLEMediumFireUndead
Source Pathfinder #172: Secrets of the Temple-City
Perception +24 (darkvision)
Languages Common, Necril
Skills Acrobatics +23, Athletics +21, Religion +19, Stealth +23, Survival +19
Str +4, Dex +6, Con +1, Int +3, Wis +2, Cha -1

AC 30; Fort +18; Reflex +23; Will +21;
HP 195 (negative healing)
Speed 35 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Fire 10, Mental 10

Dagger One Action +22 (+18, +14) to hit (agile, finesse, magical, versatile s) 3d4+6 Piercing + 1d6 Fire
Fist One Action +22 (+18, +14) to hit (agile, finesse, nonlethal, unarmed) 1d4+6 Bludgeoning + 1d6 Fire
Dagger One Action +22 (+18, +14) to hit (agile, magical, thrown 10, versatile s) 3d4+6 Piercing + 1d6 Fire

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Burning Sacrifice (divine, evocation, fire)

When the sun hunter is destroyed, they explode in a blast of flame that deals 6d6 fire damage in a 10-foot emanation (DC 27 basic 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 hunter's gear and treasure are unaffected by the explosion and left in a pile where they die.

Nimble Dodge Reaction

Trigger The sun hunter is targeted with a melee or ranged attack by an attacker they can see


Effect The sun hunter gains a +2 circumstance bonus to AC against the triggering attack.

Sneak Attack

The sun hunter's Strikes deal an additional 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Study Foe One Action

The sun hunter reads a creature they can see within 30 feet to notice openings. The sun hunter attempts a Perception check against that creature's Deception DC or Will DC, whichever is higher. The target is then temporarily immune for 1 minute.


Critical Success The sun hunter reads the target like a book. The target is Flat-Footed against the sun hunter's attacks until the end of the sun hunter's next turn.

Success The sun hunter notices a brief opening. The target is flat-footed against the sun hunter's attacks until the end of the sun hunter's turn.

Failure The target is unaffected.

Critical Failure The sun hunter's intense focus opens them up to other attacks. The target is unaffected, and the sun hunter is flat-footed until the start of their next turn.


Divine Innate Spells (DC 27, +19 to hit)

Cantrips (6th Level): Divine Lance (Law or Evil), Message, Shield, Sigil
1st Level: Burning Hands



Traits

Rare

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.

Fire

Effects 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 magical connection to that element.