Elder TempestGargantuan elemental
- 23 (50,000 XP)
Air Form. The tempest can enter a hostile creature’s space and stop there. It can move through a space as narrow as 2.5 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 1d6 + 6.5 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 DC 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, and knows the following maneuvers:
Siege Monster. The tempest deals double damage to objects and structures.
Spellcasting. The elder tempest is a 29th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 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, and knows the following spells:
3 mana: symbol of stunning
Multiattack. The tempest makes two attacks with its thunderous slam.
Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 6 m. Hit: 23 (4d6 + 9) concussion damage.
The elder tempest can take 3 legendary actions, choosing from the options below. 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 (Costs 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 1.5 meters of that point must make a DC 20 Reflex saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Move. The tempest moves up to its speed.
Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 1.6 kilometers long and 6 meters wide. Objects in that area take 22 (4d10) concussion damage. Each creature there must succeed on a DC 21 Reflex saving throw or take 22 (4d10) concussion damage and be flung up to 18 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 3 meters it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Reflex saving throw or take the same damage and be knocked prone.