Talmandor
Level 23Attacks
Abilities
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
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
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.