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CloudsplitterCreature 18


UniqueLGLargeAirFirePhantomSpirit
Source Pathfinder #168: King of the Mountain
Perception +32 (greater darkvision, scent (imprecise) 60 feet)
Languages Auran, Celestial, Draconic, Tien, Telepathy 100 Feet
Skills Acrobatics +35, Diplomacy +37, Nature +30, Religion +30, Stealth +35
Str +7, Dex +9, Con +5, Int +5, Wis +6, Cha +9

AC 42; Fort +28; Reflex +32; Will +30; -1 status penalty to all saves vs. death effects
HP 335
Speed 60 feet
Immunities paralyzed, fire, poison, precision, disease

Phantom Hoof One Action +35 (+30, +25) to hit (force, magical) 4d10+15 Force
Phantom Horn One Action +35 (+31, +27) to hit (agile, force, magical) 4d8+15 Force

Greater Darkvision

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

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.

-1 status penalty to all saves vs. death effectsDeflecting Gale Reaction

Trigger The kirin is targeted with a ranged Strike


Effect The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack.

Peaceful Aura (abjuration, aura, divine, emotion, mental)

60 feet Aura


Creatures within Cloudsplitter's peaceful aura attempting to use a hostile action must first attempt a DC 39 will save; on a failure, the hostile action is disrupted.

If a creature in the aura successfully uses a hostile action, it's temporarily immune to peaceful aura for 24 hours, and while it's temporarily immune, other creatures in the Cloudsplitter's peaceful aura can perform hostile actions toward it without needing to attempt a Will save.

Cloudsplitter can select creatures within their aura that can use hostile actions without needing to attempt a Will save.

Cloudsplitter allows anyone involved in the player character's bout with Jin-Hae to use hostile actions without a Will save.

Susceptible to Death

Though phantoms aren't alive, neither are they undead, and they are uniquely vulnerable to the effects of death.

A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like Finger of Death) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife.

Breath Weapon Two Actions (fire, divine, evocation)

Cloudsplitter breathes fire in a 30-foot cone, dealing 18d6 fire damage (DC 40 basic reflex save). Cloudsplitter can't use Breath Weapon again for 1d4 rounds.

Rearing Thrust Two Actions

The Cloudsplitter rushes forward, rears up on their hind legs, and descends upon their target with their horn. Cloudsplitter Strides and makes a horn Strike. If this Strike hits, it deals an additional 2d8 damage, and the target is knocked Prone.

Trample Three Actions

Medium or smaller, phantom hoof, DC 40 basic reflex save


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).


Innate Divine Spells (DC 41, +33 to hit)

Cantrips (9th Level): Light
2nd Level: Detect Alignment (at will)
8th Level: Calm Emotions (at will), Gust of Wind, Heal, Punishing Winds, Spirit Link (with Jin-Hae only)
9th Level: Air Walk (constant)



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.