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UthulCreature 14


CEHugeAirElemental
Source Pathfinder Bestiary
Perception +20 (darkvision)
Languages Auran
Skills Acrobatics +29, Athletics +27, Intimidation +23, Stealth +25
Str +7, Dex +7, Con +4, Int -1, Wis -2, Cha +3

AC 36; Fort +28; Reflex +29; Will +22;
HP 250
Speed 0 feet (fly 100 feet)
Immunities electricity, paralyzed, poison, sleep

Claw One Action +29 (+25, +21) to hit (agile) 3d12+11 Slashing
Debris One Action +29 (+24, +19) to hit (range increment 60) 5d8+15 Bludgeoning

Darkvision

A monster with 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 monster with Greater Darkvision, however, can see through even these forms of magical darkness.

High Winds (air, aura)

40 feet Aura


Air in the aura is difficult terrain for Flying creatures without the air trait.

Lightning Crash One Action (electricity, incapacitation, sonic)

The uthul unleashes a powerful bolt of lightning and a stunning thunderclap. The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with a DC 34 basic reflex save, and every creature in a 20-foot emanation must attempt a DC 34 fortitude save.

The uthul can't use Lightning Crash again for 1d4 rounds.


Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned for 1 round.

Critical Failure The creature is stunned for 1d4 rounds.

Swiftness

An uthul's movement doesn't trigger reactions.

Whirlwind Form Two Actions (concentrate)

The uthul transforms itself into a swirling vortex of storm and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the uthul gains resistance 10 to physical damage and can move through other creatures.

Its aura remains active, but it can't make debris Strikes nor use Lightning Crash. Instead, any creature the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 reflex save or be picked up and held suspended within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 reflex save (or a Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 x 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft.

After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again.

Effect: Whirlwind Form


An uthul most often appears to be a dark, swirling cloud filled with flying debris and streaked with sudden flashes of lightning. Although they are clearly elemental in nature, uthuls are nearly always found on the Material Plane, where they hide among natural cloud formations, especially thunderstorms.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.