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Flying Mountain KaminariCreature 18


RareCNHugeHumanoidKami
Source Pathfinder #168: King of the Mountain
Perception +33
Languages Senzar, Tien
Skills Acrobatics +31, Athletics +31, Lore +35, Nature +37, Religion +35
Str +9, Dex +6, Con +8, Int +5, Wis +5, Cha +4

AC 42; Fort +30; Reflex +33; Will +27;
HP 320
Speed 25 feet (fly 60 feet)
Immunities air, electricity, sonic

Fist One Action +35 (+31, +27) to hit (agile, reach 15, unarmed) 5d6+17 Bludgeoning
Storm Blast One Action +32 (+27, +22) to hit (air, electricity, magical, range increment 120) 3d12 Electricity + 4d6 Bludgeoning

Stormflight

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.

Stormsight

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 Two Actions (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-level wall of wind. In addition, a creature that enters one of the bursts takes 6d6 slashing damage (DC 40 basic 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 Two Actions (electricity, air)

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 basic 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 Two Actions (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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.