Source Starfinder #16: The Blind City pg. 59Pyric Heliacus CR 10XP 9,600 NE Large undead Init +5; Senses darkvision 120 ft., see in darkness, see
invisibility, sense through (life) 30 ft.; Perception +19 Aura alien presence (10 ft., DC 19, sickened 1 round)DefenseHP 145 EAC 22; KAC 22 Fort +9; Ref +9; Will +15 Defensive Abilities ash consumption; Immunities fire,
undead immunities
OffenseSpeed 30 ft., fly 30 ft. (Su, average) Melee slam +18 (2d8+10 B & F plus pyric curse; critical burn
2d4 F) Ranged arcing pyric beam +18 (3d4+10 F plus pyric curse;
critical burn 2d4 F) Space 10 ft.; Reach 10 ft. Offensive Abilities eclipse shroud, implosion, pyric fire Spell-Like Abilities (CL 10th) 1/day—greater invisibility, wall of fire (pyric fire)
3/day—dispel magic
Constant—see invisibility, nondetectionStatisticsSTR +0; DEX +5; CON —; INT +2; WIS +8; CHA +3 Skills Acrobatics +19, Intimidate +24, Mysticism +24 Languages Aklo; telepathy 60 ft. Other Abilities illuminated, unlivingEcologyEnvironment any Organization solitarySpecial AbilitiesArcing Pyric Beam (Su) Once per round as a standard action, a pyric
heliacus can project pyric fire out to a range of 120 feet.
This attack has the line weapon special property. In addition,
once per round after hitting a target, the heliacus can bend
the line, causing it to continue along a new trajectory.
Ash Consumption (Su) When a creature within 30 feet takes
fire damage, a pyric heliacus regains a number of Hit Points
equal to the damage the creature took, up to a maximum
equal to the harbinger’s CR per round.
Eclipse Shroud (Su) As a standard action, a heliacus can force a
creature to succeed at a DC 19 Will saving throw or take 4d8
cold damage and become blinded for 1 minute. An affected
creature must repeat the saving throw at the start of each of
its turns, taking 4d8 cold damage on a failure and ending the
blinded condition on a success.
Illuminated (Su) Light within 10 feet of a pyric wraith
increases by two steps. Light for 10 more feet beyond that
increases one step. Magical darkness decreases this light
only if from a source with a CR or level higher than the
heliacus’s CR.
Implosion (Su) When destroyed, a heliacus implodes, becoming
a gravitational singularity, as the spell (+22 to attack, 5d6
damage), in a random square of its space for 3 rounds.
Pyric Fire (Su) The fire damage of a pyric harbinger burns body
and spirit, ignoring fire resistance and dealing half damage
even to creatures with fire immunity. A creature burning
due to this fire can gain no bonuses to end that condition. A
creature that dies due to pyric fire damage becomes a
pyric revenant 1d4 hours later.
PYRIC CURSE
Type curse; Save Fortitude DC 19
Effect A creature that fails the save gains the burning 2d4
condition. This flame is pyric fire (see special ability). While
affected, the creature succeeds at saving throws against
other pyric curses of the same or weaker potency.
Cure 1 save; successful saves against the burning condition are
successful saves against the curse.DescriptionA few sapient pyric revenants master the spiritual fires within
them, becoming pyric heliacuses instead of pyric wraiths. With
phenomenal mental discipline, a heliacus can bend fire and light,
including cutting victims off from warmth and sight. Heliacuses
hunger for knowledge as much as flesh and spirit, so they
converse with other beings and seek out repositories of lore.
However, heliacuses are imperious and malevolent, consuming
anyone who fails to edify or impress them.
As a heliacus’s enlightenment grows, so does its body, until the
creature tops 12 feet. However, as little more than flame, skin, and
bone, a heliacus weighs only 300 pounds.
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