pf2e.fyi
From Pathfinder #192: Worst of All Possible Worlds, which isn't enabled.

The Eclipse

COMPLEX HAZARD 19
Stealth +0 (trained)
Description The Eclipse is located high in the sky, manifesting as an eclipsed sun.

Disable Reduce the Eclipse to 0 HP, or Dispel Magic (10th rank; counteract DC 39) to counteract the Eclipse (once it's in range)

AC 46; Fort +32, Ref +38
Hardness 32, HP 124 (BT 62); Immunities precision, critical hits

Herald the End
Trigger The PCs arrive at the island

Effect A fiery point of light appears in the sky at the center of the Eclipse, swiftly growing in size as it becomes apparent that a meteor is hurtling toward the island. The Eclipse rolls initiative.
Routine (1 action) The Eclipse heals 50 healing points of damage, retreats upward from PCs if any have approached (as determined by its Distance Score), then unleashes a meteor down on the island below. The meteor explodes upon striking the island, creating a 30-foot burst that inflicts 8d6 fire damage and 4d6 bludgeoning damage (DC 41 basic Reflex save) to all creatures caught in the blast. The eclipse targets these strikes to catch as many PCs in the blast as it can each time—while it doesn't seek to damage a bul‑gae, it won't worry about catching one or both in the area of effect if that spot is the most advantageous to striking the most possible PCs.
Pathfinder #192: Worst of All Possible WorldsOGL