Sunburst CorpseCreature 14
Source Pathfinder #172: Secrets of the Temple-City
Perception +25 (darkvision)
Languages Common, (can't Speak Any Languages)
Skills Athletics +23, Intimidation +29, Occultism +25
Str +5, Dex +1, Con +8, Int +1, Wis +3, Cha +7
AC 35; Fort +28; Reflex +21; Will +25;
HP 255
Speed 35 feet
Immunities blinded, dazzled, fire
Weaknesses Cold 10
Claw +29 (+25, +21) to hit (agile, finesse) 3d6+13 Slashing + 2d8 Fire
Sunfire +25 (+20, +15) to hit (range increment 40) 7d6 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.
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.
Darkness VulnerabilityA 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.
Light CamouflageThe 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.
Constrict2d6+6 bludgeoning plus 2d8 fire and residual light, DC 34
Constrict2d6+6 bludgeoning plus 2d8 fire and Residual Light, DC 34 basic fortitude
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.
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.
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.
GrabRequirements 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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.