Flying Mountain Kaminari

Level 18
Creature· chaoticRareHugeLegacy
AC 42
HP 320
Speed 25 ft.
Fort +30
Ref +33
Will +27
Perc +33
Size Huge
Rare
Immunities air, electricity, sonic
Languages senzar, tien
Speeds 25 ft., fly 60 ft.
Skills nature +37, religion +35, acrobatics +31, athletics +31
Recall Knowledge society DC 43

Attacks

Melee Fist +35/+31/+27(agile, reach 15 ft., unarmed)
Damage: 5d6+17 bludgeoning
Ranged Storm Blast +32/+27/+22 (range 120 ft.)(air, electricity, magical)
Damage: 4d6 bludgeoning + 3d12 electricity

Abilities

Stormflightinteraction

A kaminari can move in wind with ease. They ignore all difficult terrain from wind and don't need to Maneuver in Flight in high winds.

Stormsightinteraction

Wind, precipitation, and clouds don't impair a kaminari's vision; they ignore the Concealed condition from storms, mist, precipitation, and the like.

Hurricane Bag◆◆offensive(air)

A kaminari's bag holds the four winds. The kaminari unleashes four 20-foot bursts within 60 feet with the effects of a 9th-rank wall of wind. In addition, a creature that enters one of the bursts takes 6d6 slashing damage (DC 40 reflex save). The bursts can't overlap. After using this activity the kaminari can't use Hurricane Bag for 1d4 rounds. If a kaminari creates a column of lighting using Thunder Drums that intersects one of the areas of the wind, the wind explodes in a peal of thunder, dealing 6d10 sonic damage to creatures in the area of that wall of wind burst. Affected creatures must attempt a DC 40 fortitude save. The kaminari can detonate only one burst per use of Thunder Drums. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is Deafened for 1 minute. Critical Failure The target takes double damage and is deafened permanently.

Tempest Tether◆◆offensive(air, electricity)

Frequency once per day Effect Electricity leaps between two kaminari. The kaminari establishes a connection with another kaminari within 150 feet, and lightning and thunder form a line between the centers of their spaces. For the next minute, a creature that begins its turn in the line or enters the line on its turn takes 4d12 electricity damage (DC 40 reflex save). A creature can take this damage only once per round, even if it moves through several tempest tethers. If the distance between the kaminari ever exceeds 150 feet, the tether breaks.

Thunder Drums◆◆offensive(electricity)

The peal of a kaminari's drums bring thunder and lightning. The kaminari summons four 100-foot-tall columns of lightning to strike in 5-foot bursts within 60 feet. These columns can't overlap. Creatures in the burst take 8d12 electricity damage and must attempt a DC 40 reflex save. The kaminari can't use Thunder Drums again for 1d4 rounds. Critical Success The creature is unaffected. Success The target takes half damage. Failure The target takes full damage and is Stunned 1. Critical Failure The target takes double damage and is Stunned 2.

Traits