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Reborn Sun WarriorCreature 11


RareLEMediumFireUndead
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 (negative healing)
Speed 25 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Resistances Fire 10, Mental 10

Spear One Action +24 (+19, +14) to hit (magical) 3d8+11 Piercing + 1d6 Fire
Fist One Action +23 (+19, +15) to hit (agile, finesse, nonlethal, unarmed) 1d4+11 Bludgeoning + 1d6 Fire
Spear One Action +23 (+18, +13) to hit (magical, thrown 20) 3d8+11 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 warrior 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 warrior's gear and treasure are unaffected by the explosion and left in a pile where they die.

Constrict One Action

1d4+9 bludgeoning plus 2d6 fire damage, DC 27 basic 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 Two Actions

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 Two Actions

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 (Escape DC 27). If the Strike was a critical hit, the DC increases by 2.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.