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Talmandor

This creature's description may contain spoilers. Click to revealBorne on magnificently feathered wings, Talmandor is a powerful celestial with a mix of humanoid and avian features. He spends much of his time traveling Nirvana, periodically veering into other planes to explore, mediate disputes, or act as an ambassador for holy deities like Erastil, Iomedae, and Shelyn.

Those celestials powerful enough to be considered empyreal lords often relish their quasi-divine status, adopting areas of interest, new responsibilities, and a coterie of worshippers. Not Talmandor. Though powerful enough to grant spells, even the faintest hint of a deity-disciple relationship feels too autocratic to him. Instead, he offers advice to mortals, believing that everyone should have opportunities to discuss their challenges and find solutions for themselves.

It's no surprise this philosophy also shapes how Talmandor has guided Andoran. Intrigued by the cries for freedom in Galt as it seceded from Cheliax, Talmandor balked at the hateful violence that followed. Even so, he recovered and read the works of the poet Darl Jubannich (whose writing inspired Galt's rebellion), believing these same words could liberate a nation peacefully if guided properly. As Andoren readers paged through Darl Jubannich's publications and contemplated a future free from Cheliax, Talmandor visited them and tempered their rage enough that they could imagine not revenge, but a brighter future.

Talmandor's influence in Andoran can't be underplayed. While his aversion to veneration prevents Andorens from forming cults to worship him, numerous works that promote Andoran's virtues of freedom, integrity, and democracy bear his name or have been created in his honor. Andoran's ambitious settlement in the Arcadian Ocean built upon the ruins of Azlant is called Talmandor's Bounty, for example. (It's unclear if Talmandor is even aware of the existence of this island frontier.) His association with birds of prey and his own raptorlike visage is the inspiration for not only Andoran's Eagle Knights, but also its factions the Steel Falcons and Twilight Talons.

Campaign Role

Historically, Talmandor has visited Andoran roughly once a year to marvel in the nation's progress, advise its leaders about difficult challenges, and assure Andoran that it's never alone in the cosmos. Even then, he refuses to act as anything other than a mentor and occasional mascot, denying any attempt to deify or worship him.

In Hell's Destiny, Andoran faces a war like never before. Where previously Talmandor wanted no part in fighting mortals' battles, he recognizes that Cheliax's otherworldly mercenaries and the war's monumental stakes are so considerable that Andoran could be destroyed without his help. Still, the press of massed formations is too restrictive to him, so Talmandor helps assemble and lead agile strike teams to clear the way for Andoran's armies. His participation is a poorly kept secret and quickly becomes a rallying cry for Andoran, which is thrilled to have his direct aid during Chapter 7 of this Adventure Path.

Unfortunately, Cheliax has prepared for this contingency. By the end of Chapter 7, Talmandor has been captured and delivered to Abrogail II, who intends to use him as her bargaining chip when making a new deal with Hell! Liberating Talmandor becomes a new goal for the PCs, for not only would it save a righteous being, but it would deny Cheliax what it needs to transform the country into a new layer of Hell.

Elite | Normal | Weak
Proficiency without Level

Weak TalmandorCreature 22

Unique Large Celestial Holy 
Source Pathfinder #223: Hell's Destiny pg. 250
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 44 (54 if Unique applies) • Celestial (Religion)
Male celestial patron of Andoran
Perception +41; darkvision, see the unseen, truesight
Languages Common, Diabolic, Draconic, Empyrean, Sussuran; speak with animals, truespeech
Skills Acrobatics +41, Athletics +36, Diplomacy +38, Intimidation +34, Nature +36, Religion +36, Stealth +37, Survival +36
Str +7, Dex +10, Con +8, Int +6, Wis +8, Cha +9
Items +3 returning major striking spear
AC 48; Fort +33, Ref +39, Will +35
HP 420; Immunities controlled, fear; Resistances electricity 20, physical damage 15, sonic 15; Weaknesses unholy 15
Reactive Strike [reaction]
Speed 35 feet, fly 100 feet
Melee [one-action] claw +40 [+36/+32] (agile, finesse, holy, magical, reach 10 feet), Damage 4d8-2+20 slashing plus captors’ baneMelee [one-action] spear +40 [+35/+30] (electricity, holy, magical, reach 10 feet), Damage 4d8-2+20 piercing plus 2d12 electricity plus captors’ baneRanged [one-action] spear +40 [+35/+30] (electricity, holy, magical, thrown 60 feet), Damage 4d8-2+20 piercing plus 2d12 electricity plus captors’ baneDivine Innate Spells DC 41 (-4 dmg); 10th manifestation; 9th clear mind (×3), dispel magic (×3), spell riposte, sunburst, sure footing (at-will); 8th gentle breeze (×3), heal (×3), sacred beasts (at-will); 7th interplanar teleport (×3); 3rd ring of truth (at-will); Cantrips (9th) bullhorn, detect magic, light, message; Constant (8th) see the unseen, speak with animals, truesight, truespeech, unfettered movement
Rituals DC 41 (-4 dmg); 8th control weather; 6th sky signs
Captors’ 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 [two-actions] (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 44 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 [one-action] (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 Strikes When Talmandor scores a critical hit with a weapon or unarmed Strike, he can Fly or Stride up to 10 feet without triggering reactions.

Shelyn's Corner

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