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Flying Mountain Kaminari

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Recall Knowledge - Humanoid (Society): DC 43

Elite | Normal | Weak

Flying Mountain KaminariCreature 18

Source Pathfinder #168: King of the Mountain pg. 23
Kami of lightning and thunder
Perception +33
Languages Tien
Skills Acrobatics +31 (+36 to Maneuver in Flight), Athletics +31, Flying Mountains Lore +35, Nature +37, Religion +35
Str +9, Dex +6, Con +8, Int +5, Wis +5, Cha +4
Stormsight Wind, precipitation, and clouds don't impair a kaminari's vision; they ignore the concealed condition from storms, mist, precipitation, and the like.
AC 42; Fort +30, Ref +33, Will +27
HP 320; Immunities air, electricity, sonic
Speed 25 feet, fly 60 feet; stormflight
Melee Single ActionSingle Action fist +35 [+31/+27] (agile, reach 15 feet, unarmed), Damage 5d6+17 bludgeoningRanged Single ActionSingle Action storm blast +32 [+27/+22] (air, electricity, magical, range 120 feet), Damage 4d6 bludgeoning plus 3d12 electricityHurricane Bag Two ActionsTwo 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.
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.Tempest Tether Two ActionsTwo Actions (air, electricity) 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 ActionsTwo 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.