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From Pathfinder Adventure: Prey for Death, which isn't enabled.

Valkyrie Tempest

CREATURE 17
Perception +28; darkvision
Languages Common, Jotun; Ravenspeaker, Truespeech
Skills Acrobatics +29, Athletics +30, Diplomacy +29, Intimidation +29, Religion +28
Str +9, Dex +6, Con +6, Int +4, Wis +5, Cha +6
Form Up

The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.


AC 37; Fort +24, Ref +20, Will +23
HP 312, Thresholds 208 (3 segments), 104 (2 segments);; Weaknesses area damage 19, splash damage 10; Resistances electricity 15
Troop Defenses

Thresholds 208 (3 segments), 104 (2 segments)

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.


Speed 25 feet, fly 60 feet
Divine Innate Spells DC 35, attack +27; 7th Interplanar Teleport (Troop and Mounts Only); 6th Blessed Boundary, Divine Wrath, Weapon Storm; Constant (5th) Truespeech
Bolster the Wounded (divine, healing)
Trigger The tempest ends its turn and is not at maximum HP

Effect The tempest restores 5d10 healing HP. This healing can't increase a tempest's Hit Points beyond the maximum of its current Hit Point threshold.
Rain of Spears

to

Frequency once per round

Effect The tempest attacks with their electrified spears, targeting all adjacent enemies (DC 38 basic Reflex save). The damage depends on the number of actions.

1d6+10 piercing damage plus 1d12 electricity

2d6+10 piercing damage plus 2d12 electricity

3d6+10 piercing damage plus 3d12 electricity

Tempest of Battle (divine, electricity)
Frequency once per day

Effect The tempest calls down a massive lightning storm in a 60-foot emanation. Spears of lightning rain down upon enemies in the area, dealing 10d12 electricity damage (DC 38 basic Reflex save).
Troop Movement

Whenever the troop Strides or Flies, they first Form Up as a free action into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.

Troop Spellcasting

When the tempest Casts a Spell, its members combine their efforts into casting a more powerful version of the spell. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Pathfinder Adventure: Prey for DeathORC