A pillar of intense white and blue light, with vague hints of complex shapes inside. Its brightness prevents discerning if they are real or only false impressions of blinding light.
CR 15; XP 51,200
N Large Construct (incorporeal)
Init +14; Senses darkvision 60 ft., low-light vision; Perception +28
Aura light (30 ft. bright illumination, 60 ft. normal, 120 ft. dim)
AC 29, touch 29, flat-footed 10 (+10 deflection, +10 Dex, –1 size)
hp 160 (20d10+20 plus 30)
Fort +8, Ref +18, Will +13
Defensive Abilities absorb light, incorporeal; Immune blindness, construct traits
Weakness supernatural darkness
Speed fly 20 ft. (perfect)
Melee incorporeal touch +30 (10d6)
Space 10 ft.; Reach 5 ft.
Special Attacks blinding gaze, disorienting afterlight, radiant pulse
Str —, Dex 30, Con —, Int 11, Wis 21, Cha 31
Base Atk +20; CMB +21; CMD 41 (can't be tripped)
Feats Ability Focus (blinding gaze), Ability Focus (disorienting afterlight), Ability Focus (radiant pulse), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Toughness
Skills Fly +36, Perception +25
Languages Understands Common; telepathy 100 ft.
SQ glass vessel
Organization solitary, pair
Absorb Light (Su) A blazing radiance never suffers harmful effects of light-based spells and abilities. Any light-based spell or spell-like ability targeting the blazing radiance restores a number of hit points equal to its spell level. A blazing radiance can heal hit points while bathing in sunlight at the same rate as living creatures recover during rest.
Blinding Gaze (Su) Blindness for 1 round, 60 feet, Fortitude 22 negates. The save DC is Constitution-based. This is a light effect.
Disorienting Afterlight (Su) A blazing radiance can target any number of blind creatures within 60 feet. Targets that fail their Will saving throws (DC 22) are perceiving hallucinations that prevent them from recognizing friends from foes for 1d4 rounds after their blindness ends. This is a mind-affecting effect. The save DC is Constitution based.
Glass Vessel (Ex) A blazing radiance can fit itself in a glass or crystal vessel at least 1 foot across, hiding its incorporeal body within the object for extended periods of time. The object will glow as if affected with permanent light. Blazing radiance will be trapped and unable to act if the object is placed within area of supernatural darkness, though it will be released without any harm when such vessel is damaged in any way.
Radiant Pulse (Su) Once per 1d4 rounds, a blazing radiance can emit a pulse of light intense enough to deal 20d6 points of damage to everyone within 60 feet burst, except creatures standing within squares of supernatural darkness. A successful Reflex saving (DC 22) throw halves the damage. Creatures particularly vulnerable to sunlight (such as vampires) that are reduced to 0 hit points by this effect are destroyed. The save DC is Constitution-based. This is a light effect and it acts like greater dispel magic (CL 20th) against all darkness-based spells and spell-like abilities within range.
Weakness To Supernatural Darkness (Su) Supernatural darkness is impenetrable to blazing radiance like force effects.
A blazing radiance is luminescence of the sun itself, captured and animated with secret magical processes that involve finding a column of flawless quartz (or growing one with alchemy and magic), carving mystic sigils on its surface, and building a complex clockwork array of lenses that will focus sunlight upon the crystal. Sunlight and binding spells are combined to create the blazing radiance within the pillar, which is then vaporized by the spawning construct. The pieces of quartz left over from blazing radiance creation process can be used to make protective google that shield the wearer from the blinding gaze and radiant pulse abilities of that particular blazing radiance.