TalmandorCreature 23
Source Pathfinder Adventure Path: Hell's Destiny
Perception +43 (darkvision, see invisibility, truesight (precise) 60 feet)
Languages Common, Diabolic, Draconic, Empyrean, Sussuran, Speak With Animals, Truespeech
Skills Acrobatics +43, Athletics +38, Diplomacy +40, Intimidation +36, Nature +38, Religion +38, Stealth +39, Survival +38
Str +7, Dex +10, Con +8, Int +6, Wis +8, Cha +9
AC 50; Fort +35; Reflex +41; Will +37;
HP 450
Speed 35 feet (fly 100 feet)
Immunities controlled, fear effects
Weaknesses Unholy 15
Resistances Electricity 20, Physical 15, Sonic 15
Spear
+42 (+37, +32) to hit (electricity, holy, magical, reach 10) 4d8+20 Piercing + 2d12 ElectricitySpear
+42 (+37, +32) to hit (electricity, holy, magical, thrown 60) 4d8+20 Piercing + 2d12 ElectricityClaw
+42 (+38, +34) to hit (agile, finesse, holy, magical, reach 10) 4d8+20 SlashingAt-Will Spells
The monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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.
Reactive Strike
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.
Captor's Bane (holy)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.
Coruscating Charge
(air, holy, light, spirit)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.
Twin-Talon Swipe
(flourish)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.
Zephyr StrikesWhen Talmandor scores a critical hit with a weapon or unarmed Strike, he can Fly or Stride up to 10 feet without triggering reactions.
Divine Innate Spells (DC 43, +35 to hit)
Cantrips (10th Level): Bullhorn, Detect Magic, Light, Message
1st Level: Heal, Sacred Beasts (At-Will)
2nd Level: Clear Mind, Dispel Magic, Gentle Breeze, See the Unseen (Constant), Speak with Animals (Constant), Sure Footing (At-Will)
3rd Level: Ring of Truth (At-Will)
4th Level: Unfettered Movement (Constant)
5th Level: Truespeech (Constant)
6th Level: Truesight (Constant)
7th Level: Interplanar Teleport, Spell Riposte, Sunburst
10th Level: Manifestation
Rituals
Traits
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.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.