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Personification of Fury

This creature is over 40 feet tall, and looks like a cross between an air elemental and a water elemental, or perhaps a black storm cloud compressed into a vaguely humanoid shape. Jagged bolts of lightning form bright, eye-like spots within its churning depths.

personification of fury CR 15

XP 51,200
N Huge outsider (air, elemental, extraplanar, water)
Init +16; Senses darkvision 60 ft., low-light vision; Perception +24

DEFENSE

AC 30, touch 21, flat-footed 17 (+12 Dex, +1 dodge, +9 natural, –2 size)
hp 218 (19d10+114); fast healing 10
Fort
+17, Ref +23, Will +10
Defensive Abilities air mastery; DR 15/—; Immune cold, electricity, elemental traits

OFFENSE

Speed fly 100 ft. (perfect), swim 90 ft.
Melee 2 slams +29 (2d10+10/19–20 plus 2d6 cold or electricity)
Ranged 2 energy arcs +29 ranged touch (2d6 cold or electricity/18–20)
Space 15 ft.; Reach 15 ft.
Special Attacks
drench, vortex (10–60 ft. high, 2d10+10, DC 29), water mastery, whirlwind (10–60 ft. high, 2d10+10, DC 29)
Spell-Like Abilities (CL 19th; concentration +23)

At willcreate water, invisibility (self only), summon monster II (air or water elemental only)
5/day—air breathing (as water breathing, but allowing waterbreathing creatures to breathe air or water), control water, water breathing
3/daycontrol weather (as a druid)
1/daybeast shape IV, summon monster IX (air or water elementals only)

STATISTICS

Str 30, Dex 35, Con 22, Int 15, Wis 15, Cha 18
Base Atk +19; CMB +31; CMD 54
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (slam), Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB
Skills
Acrobatics +25, Escape Artist +31, Fly +38, Knowledge (nature) +21, Knowledge (planes) +15, Knowledge (religion) +24, Perception +24, Sense Motive +15, Stealth +26, Survival +13, Swim +18
Languages Aquan, Auran, Common, Druid, Ignan, Sylvan, Terran
SQ
change shape (air or water elemental, elemental body IV)

SPECIAL ABILITIES

Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against the herald.

Drench (Ex)

The herald’s touch puts out nonmagical flames of Huge size or smaller. The herald can dispel magical fire it touches as dispel magic (caster level 19th).

Energy Arc (Ex)

The herald can throw blasts of cold or electricity to damage foes. These blasts have a maximum range of 100 feet.

Storm Spirit (Su)

Once per day, the herald can merge with an unattended object of Large, Huge, or Gargantuan size, giving it life as an Animated Object. The herald flows into the animated object, and cannot itself be harmed while in this form, though the animated object can be damaged as normal. The herald controls the object and may speak through it and use any of its own spell-like abilities in addition to those of the animated object, but may not use any of its own extraordinary or supernatural abilities. The herald may animate an object for an indefinite period, and may leave whenever it chooses, though it may not animate another object for 24 hours after leaving. The herald can be driven out of an object by dismissal or by taking 10 or more points of damage from a channel energy effect utilizing the Elemental Channel feat to damage air or water elementals. If driven out, the herald appears in an adjacent space to the now-inert object and is stunned for 1d4 rounds.

Vortex (Su)

The herald can create a whirlpool at will as a standard action. This ability functions identically to its whirlwind special attack, but can only form underwater and cannot leave the water.

Water Mastery (Ex)

The herald gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. 

These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (Unlike a water elemental, the herald does not have a penalty if it or its opponent is touching the ground.)