Water fits the role of good in Nartheneen cosmology, and the sun is its necessary opposite. While it is no less important to existence, in the desert the sun is a bringer of death. “Scorching-Light” is the Nartheneen term for the sun, and some members of the greater castes find themselves drawn to it like moths. Those who skirt the fine line between ambition and recklessness are able to channel tremendous power, but this aptitude and talent is viewed as a terrible burden. It is against the nature of a Nartheneen to ignore its gifts, and those aligned to Scorching-Light are called the sun-cursed for the path they must walk.
SUN-CURSED
Medium humanoid (Nartheneen), chaotic evil
Armor Class 21 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 20 (+5) | 24 (+7) | 24 (+7) | 18 (+4) |
Saving Throws Str +12, Con +10, Cha +9
Skills Arcana +12, Athletics +12, History +12, Perception +12, Religion +12
Damage Resistances cold, fire, radiant
Senses darkvision 60 ft., passive Perception 22
Languages Nartheneen
Challenge 13 (10,000 XP)
TRAITS
Ambitions of the Greater. The sun-cursed is a member of one of the following castes, granting it the following traits and actions according to which animal head it possesses.
Ibis – Challenge of Minds. As a bonus action on each of its turns, the sun-cursed can initiate a challenge of intellect with a creature it can see within 60 feet of it. The sun-cursed and the target attempt opposed Intelligence ability checks. If the suncursed wins, until the end of its next turn the target automatically fails its next saving throw against one of the sun-cursed’s abilities.
Jackal – Sunlight Burns Impurities. The sun-cursed and all allies within 30 feet of it have resistance to damage from spells and gain a bonus to all saving throws equal to the sun-cursed’s Charisma modifier.
Ram – Unsurpassed Warrior. The sun-cursed wields a powerful halberd, and its weapon attacks score a critical hit on a roll of 18–20. It has resistance to bludgeoning, piercing, and slashing damage.
Arcane Spellcasting (Ibis Only). The sun-cursed’s spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: scorching ray
3/day each: fireball, hypnotic pattern
1/day: sunbeam
Divine Spellcasting (Jackal Only). The sun-cursed’s spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: sacred flame
3/day: banishment
1/day each: harm, heal
Stubborn Warrior (Ram Only). If the sun-cursed would attempt a saving throw at the end of its turn to end an effect, it instead attempts that saving throw at the start of its turn.
ACTIONS
Multiattack. The sun-cursed makes two weapon attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage.
Halberd (Ram Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus 7 (2d6) radiant damage, and the target is pushed up to 10 feet away from the sun-cursed.
Leap (Ram Only). The sun-cursed moves up to its speed without provoking opportunity attacks and makes a single Halberd attack before, after, or during this movement.
Solar Inferno (Jackal Only) (Recharge 6). The sun-cursed chooses a point it can see within 120 feet of it. Creatures of its choice within 20 feet of that point must succeed on a DC 20 Constitution saving throw or take 49 (14d6) fire damage and gain two levels of exhaustion. A successful saving throw halves the damage and the creature gains only one level of exhaustion.
REACTIONS
Brutal Guardian (Ram Only). As a reaction when a creature within 10 feet of the sun-cursed makes an attack that targets a creature other than the sun-cursed, the sun-cursed can make a single Halberd attack against the attacker. On a hit, the attack deals maximum damage, the push distance is increased to 20 feet, and the sun-cursed regains the use of its reaction at the end of that turn.
Scorching Counterspell (Ibis Only). As a reaction when a creature within 60 feet of the sun-cursed that it can see casts a spell, the sun-cursed blasts the magic apart with burning radiance. If the creature is casting a spell of 5th level or lower, the spell fails and has no effect. If the spell is 6th level or higher, the sun-cursed attempts an Intelligence ability check against a DC of 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Whether this ability causes the spell to fail or not, the creature casting the spell takes 14 (4d6) fire damage plus 14 (4d6) radiant damage.
Ref: TPKB1 p188