Talmandor

Level 23
Creature· celestialUniqueLargeRemaster
AC
50
HP
450
Speed
35 ft.
Perception
+43
Fort
+35
Ref
+41
Will
+37
Immunities controlled, fear-effects
Resistances electricity 20, physical 15, sonic 15
Weaknesses unholy 15
Languages common, diabolic, draconic, empyrean, sussuran
Senses darkvision, see-invisibility, truesight 60 ft.
Skills acrobatics +43, diplomacy +40, stealth +39, athletics +38, nature +38, religion +38, survival +38, intimidation +36
Other Speeds fly 100 ft.
Recall Knowledge DC 56 (religion)

Attacks

Melee Spear +42 (electricity, holy, magical, reach 10 ft.), Damage 4d8+20 piercing plus 2d12 electricity plus captors bane
Melee Spear +42 (electricity, holy, magical, thrown 60 ft.), Damage 4d8+20 piercing plus 2d12 electricity plus captors bane
Melee Claw +42 (agile, finesse, holy, magical, reach 10 ft.), Damage 4d8+20 slashing plus captors bane

Abilities

At-Will Spellsinteraction
Constant Spellsinteraction
Reactive Strike
Captor's Bane

Talmandor's Strikes deal an additional 2d8 spirit damage against any creature that has hindered another creature—by imposing a penalty to a creature's Speed or imposing the clumsy, Grabbed, Immobilized, Paralyzed, or Restrained conditions (including using an action to extend the duration of a grab) to another creature—since the beginning of Talmandor's last turn. One ally hindered by the target can attempt to break free of one of the hindering effects; they can either attempt a new save against

Coruscating Charge◆◆

Talmandor briefly transforms into a luminous cloud, which doubles his resistance to physical damage, grants him immunity to precision damage, and allows him to move through most creatures and tiny cracks. He then Flies his Speed before returning to his solid form.

A burst of searing radiance surrounds Talmandor in a 20-foot burst either before or after he becomes a cloud. Each enemy in the area must succeed at a DC 46 reflex save or take 2d8 persistent spirit damage and be Dazzled until the pe

Twin-Talon Swipe

Talmandor makes two claw Strikes, targeting either the same foe or two adjacent targets. Each attack uses Talmandor's current multiple attack penalty. If they both hit the same target, he combines both Strikes' damage and applies resistances and weaknesses only once.

Zephyr Strikes

When Talmandor scores a critical hit with a weapon or unarmed Strike, he can Fly or Stride up to 10 feet without triggering reactions.