Ramuh is a towering elderly man with a voluminous beard, black robes. He wields a staff of judgement. Unlike other primals, he is even-tempered and does not intend to drain aether more than necessary, reflecting the laid-back attitude of the sylphs. He condemns the actions of the other races in causing strife, yet is willing to let the adventurer prove their worth as a champion of Eorzea.
Ramuh, Lord of Levin (CR 15)
XP 51,200
CG Huge Outsider (Boss, Extraplanar, Primal, Lightning)
Init +9; Senses Darkvision 60 ft.; Perception +28
DEFENSE
AC 32, touch 14; flat-footed 26 (-2 size, +5 dex, +1 dodge, +18 natural)
Hp 630 [756] (21d12+126)
Fort +18, Ref +19, Will +19
DR 10/-; Immune Lightning; Resist Fire 15, Wind 20, Dark 10, Holy 15, Water 10, Ice 15; SR 30; Strong Water
Weakness Earth
OFFENSE
Speed 40 ft.
Melee +3 Thunderous Staff of Judgment +27/+22/+17 (2d6+8/17-20 plus 1d6 lightning damage)
Space 15 ft.; Reach 10 ft.
Special Abilities Lightning Armor, Grey Arbiter, Summon Lightning Orbs
Special Attacks Chaotic Strike, Judgment Bolt, Rolling Thunder, Shock Strike, Thunderspark, Thunderstorm
Burst Mode Lightning Judgment
STATISTICS
Str 20, Dex 20, Con 22, Int 29, Wis 24, Cha 24
Base Atk +21; CMB +28; CMD 44
Feats Critical Focus, Dodge, Improved Critical (Staff), Improved Initiative, Lightning Reflexes, Lightning Stance, Power Attack, Staggering Critical, Stunning Assault, Stunning Critical, Wind Stance
Skills Acrobatics +26, Bluff +28, Climb +26, Diplomacy +28, Escape Artist +26, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Planes, Religion) +30, Perception +28, Sense Motive +28
SQ High Tide, Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
Languages Common, Sylph, Thorian and 9 others
SPECIAL ABILITIES (phase i)
Lightning Judgment (Su)
Once below 50% health (378), This Burst Mode lets Ramuh releasing a sparking form of thunder, increasing his lightning powers and defense. For a number of rounds equal to 1 + 1 round for every four HD, Ramuh gains a +5 dodge to AC, increases all his lightning abilities by 2d6 points of lightning, and his critical range increases to 15-20. This limit break requires only a swift action to activate.
Chaotic Strike (Ex)
Once every 1d2+1 rounds as a standard action, Ramuh uses shocking force to his staff strike. He makes a staff attack at a -5 penalty that deals triple damage, which stuns the target for 1 round unless they make a Fortitude save (DC 26) to negate the stun effect.
During Phase II, Ramuh can strike two nearby opponents instead of one, they also must make a Will save (DC 26) or receive the Charm status effect until they’re hit by thunderstorm.
Judgment Bolt (Su) [Begins Phase II]
Once under 50% hp (378) as a standard action, Ramuh raises his staff high and an explosive force of lightning strikes in the 300-ft.-radius area after 3 rounds or until all three arbiters are destroyed. Enemies within the area of effect take 15d6 points of lightning damage plus an extra 5d6 points of lightning damage per arbiter standing up and are inflicted with the static status effect for 2d4 rounds. A successful Reflex save (DC 29) for half damage and negates the status effect. Ramuh is immune to all forms of damage while charging this ability.
Lightning Armor (Su)
Once every 1d4+1 rounds as a standard action, Ramuh grants himself a shocking barrier. All allies can gain the effect of Shock Spikes for 15 rounds. The allies must be within 30 feet of Ramuh when he uses this ability to receive these bonuses for 10 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23).
During Phase II, he casts it again as a standard action, all allies and himself gain Shock Spikes III for 15 rounds. This effect cannot be dispel from himself and also effects physical range attacks.
Shock Strike (Ex)
Once every 1d4+1 rounds as a standard action, Ramuh’s staff electrifies and shocks a target. Ramuh makes a staff attack, if he hits (+27), he adds 8d6 points of lightning damage.
Summon Lightning Orbs (Su)
Once every other round as an immediate action, Ramuh summons two lightning orb. The lightning orbs also give 5 lightning resist for 2 rounds and stack up to three times. No more than 5 lightning orbs can be summon upon the arena.
Thunderstorm (Su)
Once every 1d4+1 rounds as a full-round action, Ramuh beckons a lightning storm that rains down the thunder, dealing 12d6 points of lightning damage in a 80-ft.-radius area. Creatures in the area of effect must make a Reflex save (DC 29) for half damage.
During Phase II, increase the radius to 150-ft.
SPECIAL ABILITIES (phase iI)
Grey Arbiter (Su) [During Judgement Bolt]
Right after using Judgement Bolt as a swift action, Three arbiters are summoned 50 feet away from Ramuh in different directs each with 150 HP, 20 AC (10 touch, 20 flat-footed), 10 to all saves, and lightning immunity. They shoot out lightning bolts with a 60-ft.-range. That must hit with a ranged touch attack (+26), dealing 2d6 points of lightning damage per shot.
Once below 30% hp (266), he will summon three more arbiters but this time they’re immune to all damage and status effects. Their damage output is increases to 4d6 points of lightning damage per shot.
High Tide
As soon as phase II begins, water surrounds the platform within a 80 ft.-radius. Anyone standing in the water takes double damage from thunderstorm and still take normal damage on a successful save with evasion.
Rolling Thunder (Ex)
Once every 1d2+1 rounds as a swift action, Ramuh tethers two characters by an electrical link. Both will take 2d6 lightning damage each time they perform an action and can only be broken by one character grabbing three floating lightning orb within 30 ft. from Ramuh in the arena to become electrically insulated for three rounds making them immune to another causality. Two lightning orbs summon upon the act of using causality per tether.
Thunderspark (Su)
Once every 1d3+1 rounds, as a standard action, Ramuh can cause an electronic distortion, causing nearby creatures to be paralyzed. Creatures within a 30-ft.-radius take 10d6 points of lightning damage and are paralyzed for 1d6 rounds. A successful Reflex save (DC 29) halves the damage and negates the paralysis status effect. Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).