Tumbo
Creature 2 (unique) — air, elemental
FlankerLANDAERIALairelemental
Spark bats congregate around volatile weather in the Plane of Air.
Source: wardens-of-wildwood-bestiary
Perception +7; darkvision
Skills acrobatics +9, stealth +9
Str
+0
Dex
+3
Con
+1
Int
-4
Wis
+1
Cha
+0
AC 19
Fort +5
Ref +11
Will +7
HP 18
Immunities bleed, electricity, paralyzed, poison, sleep
Speed 5 feet, fly 50 feet
Offense
Melee Jaws (agile, finesse, unarmed) +11, Damage 1d4+5 electricity
Abilities
Conditioned Response — If he hears a bell ring, Tumbo bites a nearby metal lead or (if one is not available) an adjacent creature at the beginning of his turn, if possible.
Arc Lightning (electricity, move, primal) — The spark bat transforms into lightning that arcs to a large piece of metal within 100 feet, such as a suit of metal armor or a metal weapon. The bat then returns to its normal form in a space adjacent to the metal. This movement doesn't trigger reactions.
WORKS WELL WITH
AnvilLANDThe Anvil occupies the enemy front line while the Flanker uses Arc Lightning to teleport between metal anchors for safe repositioning.
WeaverLAND / AERIALThe Weaver's area control restricts enemy movement while the Flanker's tiny size and flight let it exploit the gaps the Weaver creates.
SniperLAND / AERIALThe Flanker's harassment splits enemy attention between the airborne pest and the distant Sniper, forcing inefficient target switching.
PUNISHES
✖ metal equipment✖ melee reliance✖ slow parties
Multiple Flankers without a durable front line grant enemies too many unimpaired targets.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Tumbo in the encounter builder — free, no install.
Open in PathfinderGM →