Eural, The East Wind
Creature 18 (unique) — air, elemental
The truth of life in the Universe is that weather controls the world. The life-giving water that flows across Golarion, the maintenance of healthy forests, and the snows, thaws, and rains that help crops flourish all rely on the weather—weather that's shaped at the whims of the winds. Anemoi are powerful beings from the Plane of Air tasked by ancient gods to guard the skies and shepherd the winds of every world across the planes. They guide the winds along their natural paths, and while neither
Source: rage-of-elements-bestiary
Perception +33
Skills acrobatics +38, arcana +31, nature +33, occultism +31, performance +38, religion +31, stealth +36, survival +33
Str
+4
Dex
+9
Con
+7
Int
+6
Wis
+6
Cha
+9
AC 43
Fort +29
Ref +33
Will +30
HP 310
Immunities bleed, electricity, paralyzed, poison, sleep
Resistances cold 20
Speed 25 feet, fly 200 feet
Offense
Melee Thunderbolt +35, Damage 3d8+12 electricity plus 3d6 sonic
Ranged Thunderbolt +35, Damage 3d8+10 electricity plus 3d6 sonic
Ranged Air Blast +35, Damage 3d10+12 bludgeoning
Abilities
Truespeech — An anemos can speak with and understand any creature that has a language.
Wind Orchestra (air, auditory) — An anemos does not require instruments to perform music, instead using their winds to create and carry the sounds of any instruments they wish to duplicate. They can mimic any number of instruments simultaneously, creating and directing their own personal orchestra.
Regeneration 15 (Deactivated by Earthbane) — Regeneration
Blessed by the Winds (air, aura) — 80 feet. The winds grow turbulent for those who would dare to fly in the same space as an anemos, but they take care to never harm or inconvenience their shepherd. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait. While the aura is active, the anemos cannot be affected by environmental air or weather affects unless they choose to be.
Earthbane — An anemos's regeneration is suppressed for 1 round if the anemos is affected by an earth effect, or for as long as they are in contact with the ground and 1 round thereafter. If an anemos is submerged in at least 1 inch of mud, dirt, or stone, the anemos's aura deactivates, and the anemos becomes Stunned 2 and Clumsy 2.
Redirect Weather (divine) —
Collect Thunder (electricity, manipulate) —
Command the Breeze — When an anemos casts a ritual, they perform all aspects of the ritual themself, commanding their winds to complete all the ritual's components. They must fulfill any requirements for the ritual's additional casters and must attempt the checks normally performed by additional casters. In addition, anemoi can cast rituals faster than usual. If a ritual has a casting time measured in days, they can cast it in an equal number of hours.
Storm Strikes Twice (air, teleportation) — The anemos throws a thunderbolt, then becomes a wind that carries them in an instant to the bolt's location to attack again. They make a ranged thunderbolt Strike against a creature within their first range increment, teleport to the creature's location as a gust of wind, then grasp the thrown thunderbolt and make a melee thunderbolt Strike against a creature within reach. Their multiple attack penalty doesn't increase until they've made both attacks.
Swiftness — The anemos's movement doesn't trigger reactions.
Spells
Control Weather (rank 8)
Chain Lightning (rank 6)
Sky Signs (rank 6)
Pressure Zone (rank 5)
Airlift (At Will) (rank 4)
Vapor Form (At Will) (rank 4)
Cleanse Air (rank 2)
Humanoid Form (At Will) (rank 2)
Voice on the Breeze (At Will) (rank 2)
Air Bubble (At Will) (rank 1)
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