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From Pathfinder #172: Secrets of the Temple-City, which isn't enabled.

Reborn Sun Warrior

CREATURE 11
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, Ref +21, Will +18
HP 245, void healing; Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Resistances fire 10, mental 10
Burning Sacrifice (divine, 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.

Void Healing

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


Speed 25 feet
Melee Spear +24 (magical), Damage 3d8+11 piercing
Melee Fist +23 (agile, finesse, nonlethal, unarmed), Damage 1d4+11 bludgeoning plus 1d6 fire plus Grab
Melee Spear +23 (magical, thrown 20), Damage 3d8+11 piercing
Divine Innate Spells DC 27, attack +19; 5th Burning Hands; Cantrips (6th) Divine Lance, Message, Shield, Sigil
Constrict

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
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

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

Grab

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #172: Secrets of the Temple-CityOGL