Pyric Heliacus
Source: Starfinder #16: The Blind City
CR: 10 XP: 9,600
NE Large undead
Init.: +5 Senses: darkvision 120 ft., see in darkness Perception: +19
Defense
HP: 145
EAC: 22 KAC: 22
Fort: +9 Ref: +9 Will: +15
Offense
Speed: 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)
Offensive Abilities: eclipse shroud, implosion, pyric fire
Spell-like Abilties: (CL 10th)
Statistics
Str: +0 Dex: +5 Con: — Wis: +8 Int: +2 Cha: +3
Skills: Acrobatics +19, Intimidate +24, Mysticism +24
Languages: Aklo; telepathy 60 ft.
Ecology
Environment: any
Organization: solitary
Special Abilities
<p><b>Arcing Pyric Beam (Su)</b> Once per round as a standard action, a pyric<br /> heliacus can project pyric fire out to a range of 120 feet.<br /> This attack has the line weapon special property. In addition,<br /> once per round after hitting a target, the heliacus can bend<br /> the line, causing it to continue along a new trajectory.<br/><br/><br /> <b>Ash Consumption (Su)</b> When a creature within 30 feet takes<br /> fire damage, a pyric heliacus regains a number of Hit Points<br /> equal to the damage the creature took, up to a maximum<br /> equal to the harbinger’s CR per round.<br/><br/><br /> <b>Eclipse Shroud (Su)</b> As a standard action, a heliacus can force a<br /> creature to succeed at a DC 19 Will saving throw or take 4d8<br /> cold damage and become blinded for 1 minute. An affected<br /> creature must repeat the saving throw at the start of each of<br /> its turns, taking 4d8 cold damage on a failure and ending the<br /> blinded condition on a success.<br/><br/><br /> <b>Illuminated (Su)</b> Light within 10 feet of a pyric wraith<br /> increases by two steps. Light for 10 more feet beyond that<br /> increases one step. Magical darkness decreases this light<br /> only if from a source with a CR or level higher than the<br /> heliacus’s CR.<br/><br/><br /> <b>Implosion (Su)</b> When destroyed, a heliacus implodes, becoming<br /> a gravitational singularity, as the spell (+22 to attack, 5d6<br /> damage), in a random square of its space for 3 rounds.<br/><br/><br /> <b>Pyric Fire (Su)</b> The fire damage of a pyric harbinger burns body<br /> and spirit, ignoring fire resistance and dealing half damage<br /> even to creatures with fire immunity. A creature burning<br /> due to this fire can gain no bonuses to end that condition. A<br /> creature that dies due to pyric fire damage becomes a<br /> pyric revenant 1d4 hours later.<br/><br/></p>