Talmandor
Level 23Attacks
Abilities
The monster can cast its at-will spells any number of times without using up spell slots.
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
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 the effect that allows a save or attempt to Escape from the effect as a free action.
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 persistent spirit damage ends. Unholy creatures that fail their save are Blinded for 1 round, after which they're dazzled for the persistent damage's duration. Once Talmandor uses this ability, he can't do so again for 1d6 rounds.
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.
When Talmandor scores a critical hit with a weapon or unarmed Strike, he can Fly or Stride up to 10 feet without triggering reactions.