Reborn Sun MageCreature 11
Source Pathfinder #172: Secrets of the Temple-City
Perception +24 (darkvision)
Languages Common, Necril
Skills Acrobatics +21, Athletics +17, Intimidation +23, Nature +19, Religion +19
Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +5
AC 28; Fort +18; Reflex +21; Will +24;
HP 195 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Fire 10, Mental 10
Fist +19 (+15, +11) to hit (agile, finesse, nonlethal, unarmed) 2d6 Fire + 1d4+4 Bludgeoning
Staff +17 (+12, +7) to hit (magical, two hand d8) 1d4+4 Bludgeoning
Sunfire +19 (+14, +9) to hit (fire, magical, range increment 40) 3d6+12 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 HealingA 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 mage 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 mage's gear and treasure are unaffected by the explosion and left in a pile where they die.
Revitalizing Flame (divine, healing, necromancy)Frequency once per day
Effect The sun mage produces a specialized flame that burns away maladies and restores a creature. If the sun mage's next action is to Cast a Spell with the fire trait that deals damage and isn't a cantrip, the spell doesn't deal any damage. It instead restores a number of Hit Points equal to four times the spell's level to all targets or creatures. This restoration affects all creatures regardless of whether they are healed by positive or negative energy.
Primal Spontaneous Spells (DC 30, +22 to hit)
Cantrips (6th Level): Acid Splash, Detect Magic, Light, Produce Flame, Read Aura
1st Level (4 slots): Grease, Gust of Wind, Shocking Grasp, Spider Sting
2nd Level (4 slots): Barkskin, Dispel Magic, Faerie Fire, Flaming Sphere, Spider Climb
3rd Level (4 slots): Fireball (2x), Haste, Meld into Stone, Wall of Thorns
4th Level (4 slots): Fly, Shape Stone, Stoneskin, Wall of Fire
5th Level (4 slots): Elemental Form, Wall of Stone
6th Level (3 slots): Chain Lightning, Fire Seeds, Purple Worm Sting
Cantrips (6th Level): Divine Lance (Law or Evil), 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 magical connection to that element.