It’s Sun Week here at Necromancers of the Northwest, and while the CR scale doesn’t go quite high enough for us to let you fight the sun itself, I’m bringing you the next best option: meet the mythical samjok-o, taken from a mix of Chinese and Korean mythology, a giant three-legged crow said to live in the sun.
Samjok-o
This immense bird resembles a crow, but its feathers are a brilliant golden-red and seem to glow with an inner light, and it possesses a third leg, tucked behind the other two.
SAMJOK-O CR 23
XP 819,200
NG Colossal magical beast
Init +12; Senses darkvision 60 ft., low-light vision, true seeing; Perception +48
Aura solar flame (60 ft., DC 36)
DEFENSE
AC 41, touch 18, flat-footed 32 (+7 deflection, +8 Dex, +1 dodge, +23 natural, –8 size)
hp 526 (37d10+333)
Fort +30, Ref +30, Will +22
Defensive Abilities reflective feathers, sun shield; Immune blindness, death, fire, mind-affecting effects; SR 34
OFFENSE
Speed 40 ft., fly 120 ft. (good)
Melee 3 talons +39 (2d8+9/19–20 plus 2d8 fire) and bite +39 (3d6+9 plus 2d8 fire)
Space 30 ft.; Reach 30 ft.
Spell-Like Abilities (CL 18th, concentration +25)
Constant—true seeing
At will—daylight, fireball (DC 20), flame strike (DC 22), wall of fire
3/day—fire seeds, fire storm (DC 25), sunbeam (DC 24)
Special Attacks blinding burst, heat of the sun
STATISTICS
Str 29, Dex 27, Con 26, Int 25, Wis 26, Cha 24
Base Atk +37; CMB +54; CMD 80
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Great Fortitude, Greater Vital Strike, Improved Critical (talon), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness, Weapon Focus (bite), Weapon Focus (talon), Vital Strike
Skills Acrobatics +48, Diplomacy +44, Fly +44, Intimidate +44, Knowledge (nature) +44, Knowledge (nobility) +44, Knowledge (religion) +44, Perception +48, Sense Motive +45
Languages Auran, Celestial, Common, Draconic, Ignan
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Blinding Burst (Su): As a full-round action, a samjok-o can release a burst of brilliant golden light, forcing each creature within 120 feet to succeed on a DC 35 Fortitude save or be blinded permanently. The saving throw DC is Charisma-based.
Heat of the Sun (Su): The flames of a samjok-o are so hot that they can burn even things that are normally immune to fire. Half of the fire damage inflicted by a samjok-o is not subject to fire resistance or immunity.
Reflective Feathers (Su): Any spell that fails to overcome a samjok-o’s spell resistance is redirected back at its source, as though with the spell spell turning.
Solar Flame (Su): A samjok-o’s body radiates intense light and heat. Any creature that moves within 30 feet of the samjok-o, or begins its turn within this range, suffers 10d6 points of fire damage. A DC 36 Reflex save halves this damage. Creatures more than 30 feet from the samjok-o, but less than 60 feet from it, suffer 5d6 points of damage, instead, and gain a +4 bonus on their saving throw. Additionally, the area within 30 feet of the samjok-o has its light level increased to bright, and the area from 30 feet to 60 feet from the samjok-o has its light level is increased by two steps, to a maximum of bright. The saving throw DC is Constitution-based.
Sun Shield (Su): A samjok-o is surrounded by an aura of golden radiance that protects it from harm. A samjok-o adds its Charisma modifier as a deflection bonus to its AC. Additionally, any creature that hits the samjok-o with a melee attack suffers 2d8 points of fire damage, plus an additional 2d8 points of fire damage if the attack as made with a natural weapon or unarmed strike.
Ecology
Rumored to be distantly related to the better-known phoenix, samjok-o are far more powerful, and are believed to actually live within the sun itself. They are said to travel to Earth only in times of dire portents, such as to aid in the rise of a dynasty that will be crucial to the course of history, or to warn of impending disaster.