Actions/Abilities/Traits: (Pathfinder 2e)
Ability
High Winds
(air, aura) 40 feet. Air in the aura is difficult terrain for Flying creatures without the air trait.
Ability
Lightning Crash
(electricity, incapacitation, sonic) The uthul unleashes a powerful bolt of lightning and a stunning thunderclap. The bolt deals 6d12 electricity damage to all creatures in a 30-foot line, with a DC 34 basic Reflex save, and every creature in a 20-foot emanation must attempt a DC 34 Fortitude save. The uthul can't use Lightning Crash again for 1d4 rounds.Critical Success The creature is unaffected.Success The creature is stunned 1.Failure The creature is stunned for 1 round.Critical Failure The creature is stunned for 1d4 rounds.
Ability
Swiftness
An uthul's movement doesn't trigger reactions.
Ability
Whirlwind Form
(concentrate) The uthul transforms itself into a swirling vortex of storm and fury 10 feet wide and up to 40 feet tall. It stays in this form for 3 rounds or until it Dismisses the effect. While in this form, the uthul gains resistance 10 to physical damage and can move through other creatures. Its aura remains active, but it can't make debris Strikes nor use Lightning Crash. Instead, any creature the uthul moves through takes 4d6 bludgeoning damage and 2d12 electricity damage. A creature can take this damage only once per round. A Large or smaller creature must also succeed at a DC 32 Reflex save or be picked up and held suspended within the vortex. Suspended creatures move with the uthul. A creature can attempt to escape by spending an action to attempt a DC 32 Reflex save (or a DC 32 Acrobatics check to maneuver in flight if it has a fly Speed). Upon escaping, or when the uthul transforms back into its storm cloud form, a suspended creature is hurled 1d4 × 10 feet in a random direction, then falls unless it can fly or otherwise remain aloft. After returning to its normal form, the uthul must wait 1 minute before it can use Whirlwind Form again.
Offense
Melee
Circumstance: combat round (melee)
claw +29 [+25/+21] (agile), Damage 3d12+11 slashing
Offense
Ranged
Circumstance: combat round (ranged)
debris +29 [+24/+19] (range increment 60 feet), Damage 5d8+15 bludgeoning
Trait
Air
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element. Planes with this trait consist mostly of open spaces and air with various degrees of turbulence, though they also contain rare islands of floating stone and other elements and energies.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
electricity
paralyze
poison
sleep
Language
Auran
Perception
darkvision