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“Impundulu: Stormcaller of the Savannah”

Impundulu 1
Create

The Impundulu, also known as the “Lightning Bird,” is a fearsome, vampiric creature from Southern African folklore, particularly among the Zulu, Xhosa, and Pondo tribes. It is typically described as a large bird with dark, stormy plumage—often resembling the hammerkop bird—with a wingspan capable of creating thunder when it flies. Its eyes are said to gleam with an eerie intelligence, and some accounts suggest it may have human-like features, such as clawed hands.

Behavior: The Impundulu is malevolent by nature, drawn to thunderstorms and lightning. It has a thirst for blood, often targeting humans, livestock, or even other animals. In some stories, it has the ability to shapeshift into a handsome young man to seduce unsuspecting victims. This bloodlust is not just for sustenance, as its bites or attacks can cause infertility, illness, or death, such as tuberculosis. It is a familiar or servant of witches and may act as their agent of vengeance, unleashing storms and misfortune upon their enemies.

Habitat: The Impundulu is most commonly found in regions prone to storms and lightning, often appearing in the skies during severe weather. Its presence is seen as an omen of disaster. The creature is believed to be able to lay its eggs where lightning strikes the earth, and these locations are often marked by fairy rings, believed to be created where its energy lands.

Modus Operandi: The Impundulu uses its ability to summon lightning and thunder to bring chaos and destruction. It can strike with lightning bolts, targeting specific individuals or places. As a shape-shifter, it can appear in human form to manipulate or deceive, particularly to seduce women or approach its victims. In some variations, the Impundulu’s absence from the skies is believed to cause drought, highlighting its role in controlling weather.

Motivation: At its core, the Impundulu is driven by a need for power and destruction. It seeks blood to feed its vampiric hunger, and when not properly tended to by a witch, it becomes a chaotic force, wreaking havoc indiscriminately. It serves the whims of its witch or sorcerer, but left unchecked, it can act on its own destructive impulses, symbolizing the dangerous and unpredictable forces of nature. Its involvement with witches ties it to dark magic, making it an instrument of both sorcery and natural chaos.


  • Impundulu 5e
  • Impundulu Pathfinder
Impundulu
Create

Huge beast, chaotic evil


Armor Class: 18 (natural armor)
Hit Points: 225 (18d12 + 108)
Speed: 60 ft., fly 120 ft.


STRDEXCONINTWISCHA
24 (+7)16 (+3)22 (+6)16 (+3)15 (+2)18 (+4)

Saving Throws: Dexterity +8, Constitution +11, Wisdom +7, Charisma +9
Skills: Perception +12, Stealth +8, Arcana +8
Damage Resistances: Lightning, Thunder
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened, Paralyzed
Senses: Darkvision 120 ft., passive Perception 22
Languages: Common, Infernal, Auran
Challenge: 14 (11,500 XP)


Traits

Legendary Resistance (3/Day). If the Impundulu fails a saving throw, it can choose to succeed instead.

Innate Lightning. The Impundulu can cast call lightning at will without expending a spell slot. When it casts this spell, the bolt of lightning originates from its wings, striking any point within 120 feet.

Storm’s Fury. The Impundulu’s presence brings chaos. When it starts its turn in a stormy environment (natural or magical), it can deal an extra 10 (3d6) lightning damage to one creature it hits with a melee attack.

Vampiric Bite. The Impundulu can use its sharp beak to drain life force. When it hits a creature with its Beak Attack, it regains hit points equal to half the damage dealt. This ability is particularly deadly if it successfully reduces a creature to 0 hit points.

Shapechanger (1/Day). The Impundulu can use its action to magically transform into a humanoid form. In this form, it appears as a handsome young man, but with glowing yellow eyes and a sinister air. It can assume a new identity, but cannot speak any language other than Common and Infernal. It may use this form to seduce, deceive, or manipulate creatures into servitude or danger. This form lasts for up to 1 hour or until the Impundulu chooses to revert back.

Witch’s Familiar. The Impundulu is bound to a witch or dark sorcerer, who can call upon it to carry out their bidding. If a witch is within 1 mile of the Impundulu, the bird can sense its location and communicate telepathically. A witch who possesses the Impundulu as a familiar can cast the find familiar spell without using material components, but only to summon the Impundulu. If a witch binds the Impundulu, it gains advantage on Charisma-based checks and saving throws when interacting with the witch.


Actions

Multiattack. The Impundulu makes two attacks: one with its Beak and one with its Talons.

Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 25 (4d6 + 7) piercing damage, plus 14 (4d6) lightning damage. The target must make a DC 18 Constitution saving throw or be stunned until the end of the Impundulu’s next turn.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.

Thunderous Flight (Recharge 5-6). The Impundulu beats its wings powerfully, creating a wave of thunder and wind. All creatures within 20 feet of the Impundulu must make a DC 18 Constitution saving throw or take 36 (8d8) thunder damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

Call of the Storm (Recharge 6). The Impundulu calls upon the storm, summoning a violent electrical surge. Each creature within 30 feet of the Impundulu must make a DC 18 Dexterity saving throw or take 50 (10d10) lightning damage. A successful save results in half damage.


Legendary Actions

The Impundulu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Impundulu regains spent legendary actions at the start of its turn.

Lightning Strike. The Impundulu makes a Beak attack and deals an additional 10 (3d6) lightning damage.

Thunderous Roar (Costs 2 Actions). The Impundulu emits a roar of thunder, forcing all creatures within 60 feet to make a DC 18 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the effect early.

Winged Barrage (Costs 3 Actions). The Impundulu flaps its wings fiercely, sending out bolts of lightning in every direction. Each creature within 30 feet must make a DC 18 Dexterity saving throw, taking 24 (6d6) lightning damage on a failed save, or half as much on a successful save.


Spellcasting (At-Will)

The Impundulu is a master of storm magic and can cast the following spells:

  • At will: Call Lightning, Lightning Bolt, Thunderwave, Fog Cloud
  • 3/day each: Chain Lightning, Control Weather, Lightning Storm
  • 1/day each: Storm of Vengeance, Fire Storm

Tactics

The Impundulu fights with the ferocity of a storm, using its lightning-based spells and Thunderous Flight to control the battlefield. It stays in the air, striking with its Beak and Talons, and manipulates the environment with Call of the Storm to overwhelm multiple enemies. The Legendary Actions allow it to disrupt enemies and create fear, making it difficult for adventurers to fight back effectively.

If it senses danger or finds itself at a disadvantage, the Impundulu will use its Shapechanger ability to assume a human form, gaining access to social manipulation. It may attempt to deceive or seduce key individuals, weakening the party’s resolve before revealing its true form once again.

Its connection to a witch or dark sorcerer can be a key plot point, especially if a witch is found nearby, potentially summoning or commanding it for their personal gain. The Impundulu serves as a familiar for dark magic users, acting as both a magical weapon and a form of protection, calling storms and wreaking havoc as needed.


Motivation and Role

The Impundulu is a symbol of destructive power, a creature tied to both chaos and witchcraft. It may act as an ally to evil sorcerers, aiding in spreading terror or conducting forbidden rituals. Alternatively, it could be a terrifying foe summoned accidentally by adventurers or enemies seeking its aid for nefarious purposes. It thrives in storms and turmoil, acting as an agent of the elements and dark magic, motivated by its need for destruction, blood, and power.

Impundulu
Create

A dark shadow moves rapidly across the ground. In the skies high above, silhouetted by the sun, a monstrous, black-feathered avian creature circles. Slowly, a supernatural wind begins to swirl about the creature, and crackling sparks erupt from its body. Screeching wildly, it descends as if falling from the sky, its blood-flecked wings tipped with cruel curved hooks, and its protruding lower beak scalloped with vicious, jagged barbs.

Originally posted on Archives of Nethys
Source Pathfinder #40: Vaults of Madness pg. 80

The tribes folk of southern Africa tell tales of a ruthless winged shapeshifter, a bloodthirsty demon and hunter of men. They call this being impundulu, a name that loosely translates to ‘lightning-bird’ after its savage avian form. Legend describes this creature as a huge, stork-like bird that rides upon fierce storms and whose dark feathers crackle with lightning. It is believed that an evil shaman summoned the first impundulu and that using an ancient, taboo ritual, the two formed a blood pact.

The shaman offered the impundulu the ability to wear his mortal flesh in exchange for mastery over the demon’s significant occult powers. As soon as the impundulu seized control of the shaman’s body, it broke the pact, however, the ancient ritual bound the fiend to the mortal form, and even after the shaman perished, it could not shed its flesh.

Thus despite its own immortality, the impundulu became forever tied to the realm of mortals. For this reason, it is said, the creature continues to forge pacts with mortal spellcasters in the hope that one day it will unbind the secrets of its cursed existence.

Impundulu CR 11
XP 12,800

NE Medium outsider (evil, extraplanar, shapechanger)

Init +9; Senses Darkvision 60 ft., Low-Light Vision; Perception +21
Defense
AC 25, touch 15, flat-footed 20 (+5 Dexterity, +10 natural)

hp 133 (14d10+56)

Fort +13, Ref +14, Will +10

DR 10/magic and cold iron; Immune electricity; Resist cold 10, fire 10; SR 22
Offense
Speed 20 ft. (30 ft. in humanoid form), Fly 60 ft. (good)

Melee bite +19 (1d6+4 plus 1d6 bleed and 1d6 electricity), 2 talons +19 (1d4+4 plus 1d6 electricity and grab), 2 hook +13 (1d4+2 plus 1d6 electricity)

Special Attacks bleed (1d6), breath weapon (60-ft. line, 8d6 electricity, Reflex DC 21 half, usable every 1d4 rounds), electrical discharge  Spell-Like Abilities (CL 14th; concentration +19) 3/day – call lightning, charm person, gust of wind
Statistics
Strength 18, Dexterity 21, Constitution 19, Intelligence 15, Wisdom 18, Charisma 20

Base Atk +14; CMB +18 (+22 grapple); CMD 33

Feats Flyby Attack, Hover, Improved Initiative, Iron Will, Vital Strike, Weapon Focus (bite), Weapon Focus (talons)

Skills Bluff +22, Diplomacy +19, Fly +9, Intimidate +15, Knowledge (arcana) +12, Knowledge (nature) +12, Knowledge (planes) +12, Perception +21, Sense Motive +21, Spellcraft +19, Stealth +22

Languages Abyssal, Common, Fey, Infernal, Polyglot; speak with animals, telepathy 100 ft.

SQ change shape (one humanoid), shaman form
Ecology
Environment temperate or warm forest

Organization solitary, pair, or flock (2d6)

Treasure standard (and impundulu fat)
Special Abilities
Blood Drain (Ex) If it grapples a foe, an impundulu drains blood at the end of its turn, dealing Constitution damage.

Electrical Discharge (Su) An impundulu builds substantial electrical charges in its body- electrical charges visibly crackle about its form. If the impundulu hits a creature with two talons in the same round, this charge releases into that creature, dealing 4d6 points of electricity damage (this damage is in addition to the electricity damage from its talon attacks). The target may attempt a DC 21 Fortitude save for half damage.

If one or both of the talon attacks is a critical hit, the jolt is so potent that the target is stunned for 1d4 rounds (creatures that are immune to electricity are immune to this stunning effect). The save DC is Constitution-based. Once the creature releases this charge, it cannot use this ability again for 1d4 rounds while it waits for the energy to build again (though this energy buildup does not affect the electrical damage from its regular talon attacks).

Familiar Service A mortal of 7th level or higher with the Improved Familiar feat can summon an impundulu to serve as her familiar; an impundulu familiar appears as a birdlike imp or Quasit, has the normal statistics of an imp or Quasit, and loses all of its own abilities except its subtypes, alignment, and damage reduction. If its master is slain, the impundulu seizes its former master’s soul, retreats to a hidden place, and consumes the soul, after which it metamorphoses over the next 24 hours into its natural form, regains all of its normal abilities, and becomes free; most aging masters pass on their impundulu familiars to younger family members rather than let the creatures turn on them.  

Shaman Form (Su)   An impundulu using its change shape special quality can take on one specific humanoid form as if it had the change shape ability. This form usually resembles that of a jungle shaman, except it has claw-like fingernails and its feet end in talons. In this form, it cannot Fly or use its breath weapon, electrical discharge, or hook attacks. An impundulu can remain in this form indefinitely. Its natural form is its bird form.

If killed, it reverts to its true form. Witchcraft An impundulu serving as a witches familiar gives its master additional spells known, just like a witches patron. The master must choose from one of the following patron themes when binding the impundulu, and this choice cannot be changed without dismissing and re-summoning the impundulu: Agility, Elements, or Transformation. These patron spells known are in addition to any granted by the witches actual patron.

Impundulu Fat

The impundulu’s fat possesses magical properties and is a highly sought reagent among tribal witchdoctors. When properly rendered with a DC 28 Craft (alchemy) check, the fat becomes approximately 1 cup of sticky, highly combustible oil. Weapons dipped in the oil gain the flaming property for 10 minutes; 1 cup of this oil can coat up to five weapons or 50 pieces of ammunition.

Similarly, the oil dilutes healing potions while maintaining their strength at the original concentration. One cup of oil can dilute one potion of cure serious wounds, two potions of cure moderate wounds, or 20 potions of cure light wounds, doubling the number of potions as a result (one potion becomes two, two become four, and so on). These potions cannot be diluted further without losing their potency.

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