Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
cannot recover from persistent fire damage.
Ability
Attack of Opportunity
Ability
Primal Innate Spells
DC 46; 10th cataclysm; 9th fireball, meteor swarm; 8th earthquake; 7th plane shift (to the Material Plane, Plane of Fire, or Plane of Earth only); Cantrips (10th) produce flame
Ability
Tenacious Flames
(aura, evocation, fire, primal) 100 feet. Creatures in the emanation
Ability
Throw Rock
A lerritan can break stony scales off its body to throw; these scales reform at the end of each round, so the lerritan is never without a supply of rocks to hurl.
Ability
Volcanic Eruption
(earth, evocation, fire, primal) The volcano on the lerritan's back erupts and sends lava bombs raining down in a 30-foot emanation, dealing 12d12 fire damage. Each creature in the area must attempt a DC 46 Reflex saving throw. The lava globules quickly cool into heavy stones, transforming the area into greater difficult terrain for non-lerritans. The lerritan can't use Volcanic Eruption for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage and is encumbered for 1 round. Failure The creature takes full damage and is immobilized (Escape DC 46). Critical Failure The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is restrained (Escape DC 46), can't breathe, takes 3d12 persistent fire damage, and can't recover from this persistent fire damage until freed.
Offense
Melee
Circumstance: combat round (melee)
warhammer +40 [+35/+30] (magical, reach 25 feet, shove), Damage 4d12+18 bludgeoning plus 2d6 persistent fire damage
Offense
Ranged
Circumstance: combat round (ranged)
rock +39 [+34/+29] (brutal, range increment 120 feet), Damage 4d6+18 bludgeoning plus 2d6 persistent fire
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Trait
Fire
Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures.
Immunity
paralyzed
poison
sleep
Item
+3 greater striking warhammer
Language
Common
Ignan
Jotun
Terran
Perception
low-light vision
Resistance
piercing 20
slashing 20
Weakness
cold 20