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Elder Tempest

Elder Tempest

Gargantuan elemental
Challenge
23

STR
6
DEX
9
CON
6
INT
0
WIS
4
CHA
5

264
16d20+96
23
Soak
2
Fort
+13
Ref
+14
Will
+11
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Damage immunities concussion, lightning, poison

Speed 0 m., fly 20 m. (hover)
Skills Insight +4 (15), Perception +4 (15), Primal (Cha) +12 (23)
Senses darkvision 10 m.
Languages Auran

Air Form. The tempest can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2 centimeters wide without squeezing.

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

Living Storm. The tempest is always at the center of a storm 2d6 + 5 kilometers in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Perception checks that rely on hearing.

In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.

Maneuvers. The elder tempest uses maneuvers (maneuver save Difficulty 24). It has 33 stamina dice which are d8s, a dice limit of 8, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: dive attack, spring attack, step of the wind

Siege Monster. The tempest deals double damage to objects and structures.

Spellcasting. The elder tempest uses Primal (Cha) to cast spells (spell save Difficulty 20, +12 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 29th-level spellcaster): lightning lure, shock, thunderclap

1 mana: arc lightning, booming weapon, galvanize, levitate, lightning bolt, protection from the storm, shocking weapon, storm burst, thunder step, thunderwave, wrath of the storm

2 mana: animate storm, call lightning, chain lightning, lightning strike, rolling thunder, shatter, storm bane, storm sphere

3 mana: symbol of stunning

Actions (2)

Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 4 m. Hit: 23 (4d6 + 9) concussion damage.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The elder tempest regains spent legendary actions at the start of its turn.

Lightning Strike. The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 1 meter of that point must make a Difficulty 20 Reflex saving throw. On a failed save, a creature takes 16 (3d10) lightning damage, and it can’t take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and isn’t otherwise affected.

Move. The tempest moves up to its speed.

Screaming Gale. The tempest releases a blast of thunder and wind in a line that is 2 kilometers long and 5 meters wide. Objects in that area take 22 (4d10) concussion damage. Each creature there must succeed on a Difficulty 21 Reflex saving throw or take 22 (4d10) concussion damage and be flung up to 10 meters in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 2 meters it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a Difficulty 21 Reflex saving throw or take the same damage and be knocked prone.

Arctic, Coastal, Grassland, Hill, Mountainmtof

Maneuvers

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.