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<blockquote data-quote="BOZ" data-source="post: 137176" data-attributes="member: 1241"><p>TEMPEST</p><p>Gargantuan Elemental (Air, Earth, Fire, Water)</p><p>Hit Dice: 9d8+63 (103 hp)</p><p>Initiative: -1 (Dex)</p><p>Speed: Fly 60 ft</p><p>AC: 13 (-4 size, -1 Dex, +8 natural)</p><p>Attacks: Slam +11 melee</p><p>Damage: Slam 2d8+13</p><p>Face/Reach: 30 ft by 30 ft/20 ft</p><p>Special Attacks: Whirlwind, grounding, lightning, spell-like abilities, chilling wind, precipitation</p><p>Special Qualities: Elemental, damage reduction 15/+2, immunities, electrical and cold resistance 20, air mastery, water mastery</p><p>Saves: Fort +14, Ref +6, Will +7</p><p>Abilities: Str 28, Dex 9, Con 25, Int 8, Wis 11, Cha 11</p><p>Skills: Concentration +11, Listen +14, Spot +14</p><p>Feats: Combat Casting, Power Attack</p><p></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary</p><p>Challenge Rating: 12</p><p>Treasure: Standard</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 10-18 HD (Gargantuan), 19-27 HD (Colossal)</p><p></p><p>The tempest, or *living storm*, is a powerful composite elemental creature in the shape of a dark storm cloud. The most commonly seen specimen is 50 feet wide in diameter, but it is well known that these creatures can be much larger. Those who have seen one say they can see humanoid and even bestial features within its roiling vapors. Silvery veins extend across the creature's length, acting as a circulatory system which carries the electrical impulses that give the storm life.</p><p> Tempest are unique among elementals, in that they are formed from all four basic elements. They are sometimes summoned accidentally by spellcasters seeking to call an elemental of another type. These creatures are related to both elementals and genies, and are conjectured to be immature or altered jann. Tempests feed on moisture from animals and other corporeal creatures, which does no actual harm to the creatures. Tempests do not speak in words, but can form their winds into a soft and sibilant version of Aquan and Auran, and a rare few have even mastered Common.</p><p></p><p>COMBAT</p><p>Tempests are territorial, and consider any violation of their space to be a challenge. Tempests make life difficult for other creatures with their variety of special abilities, using two of them each round, one with wind powers and one with electrical powers. Its slam attack consists of a strong wind buffet.</p><p> Spell-Like Abilities: 1/round - gust of wind and wind wall. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level)</p><p> Whirlwind (Su): The tempest can create and maintain a whirlwind, using the winds of its body. This ability can be used in the place of one of its spell-like ability attacks. This whirlwind is a cone that may be as wide as 10 feet in diameter at the bottom, as wide as 30 feet in diameter at the top, and up to 50 feet in height.</p><p> This whirlwind takes a full round to create. All creatures of less than 2 Hit Dice in the area of effect must succeed at a Reflex save (DC 19) or be automatically swept away and killed. Anything in the area of effect not automatically killed takes 2d6 points of damage from the whirlwind.</p><p> Grounding (Ex): A tempest may use its power over the air to batter down and ground flying opponents. All creatures in the air within 50 feet of the tempest must make a Fortitude save (DC 19) or fall to the earth.</p><p> Lightning (Su): A tempest may cast a lightning bolt, once per round at a single target. The lightning bolt causes 1d6 damage per Hit Die of the tempest, with no maximum damage. Victims can attempt a Reflex save (DC 17) for half damage. This ability is otherwise like the spell.</p><p> Chilling Wind (Su): A tempest may use its winds to affect opponents as if by a chill touch spell. This attack may be used in the place of either the tempest's wind or electrical attack.</p><p> Precipitation (Ex): A tempest may produce as much as 20 gallons of rain per round if it doesn't attack. This precipitation can cause floods, and the beast may use it to fill holes, wash out bridges, etc.</p><p> Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.</p><p> Immunities (Ex): A tempest is immune to all wind, gas, and water attacks.</p><p> Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against a tempest.</p><p> Water Mastery (Ex): A tempest gains a +1 to attack and damage bonus if both it and its opponent touch water.</p><p></p><p>ARCTIC TEMPEST</p><p>This variety of tempest is found only in cold regions. They are similar to standard tempests in most respects, but their powers differ. Instead of the whirlwind and lightning powers, they may cause snow to fall, or cast an ice storm spell. These cold-based attacks are used in place of the standard tempest's electrical attacks. The snowfall of an arctic tempest causes 9d4+9 points of cold damage to creatures beneath the tempest, with a Fortitude save (DC 17) causing only half damage. It may also use its winds in the same manner of the chilling wind, to cause damage as a shocking grasp spell, for 1d8+9 points of damage.</p><p></p><p>The tempest first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), and later in the Monstrous Manual as a "composite elemental".</p></blockquote><p></p>
[QUOTE="BOZ, post: 137176, member: 1241"] TEMPEST Gargantuan Elemental (Air, Earth, Fire, Water) Hit Dice: 9d8+63 (103 hp) Initiative: -1 (Dex) Speed: Fly 60 ft AC: 13 (-4 size, -1 Dex, +8 natural) Attacks: Slam +11 melee Damage: Slam 2d8+13 Face/Reach: 30 ft by 30 ft/20 ft Special Attacks: Whirlwind, grounding, lightning, spell-like abilities, chilling wind, precipitation Special Qualities: Elemental, damage reduction 15/+2, immunities, electrical and cold resistance 20, air mastery, water mastery Saves: Fort +14, Ref +6, Will +7 Abilities: Str 28, Dex 9, Con 25, Int 8, Wis 11, Cha 11 Skills: Concentration +11, Listen +14, Spot +14 Feats: Combat Casting, Power Attack Climate/Terrain: Any land Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Always chaotic neutral Advancement: 10-18 HD (Gargantuan), 19-27 HD (Colossal) The tempest, or *living storm*, is a powerful composite elemental creature in the shape of a dark storm cloud. The most commonly seen specimen is 50 feet wide in diameter, but it is well known that these creatures can be much larger. Those who have seen one say they can see humanoid and even bestial features within its roiling vapors. Silvery veins extend across the creature's length, acting as a circulatory system which carries the electrical impulses that give the storm life. Tempest are unique among elementals, in that they are formed from all four basic elements. They are sometimes summoned accidentally by spellcasters seeking to call an elemental of another type. These creatures are related to both elementals and genies, and are conjectured to be immature or altered jann. Tempests feed on moisture from animals and other corporeal creatures, which does no actual harm to the creatures. Tempests do not speak in words, but can form their winds into a soft and sibilant version of Aquan and Auran, and a rare few have even mastered Common. COMBAT Tempests are territorial, and consider any violation of their space to be a challenge. Tempests make life difficult for other creatures with their variety of special abilities, using two of them each round, one with wind powers and one with electrical powers. Its slam attack consists of a strong wind buffet. Spell-Like Abilities: 1/round - gust of wind and wind wall. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level) Whirlwind (Su): The tempest can create and maintain a whirlwind, using the winds of its body. This ability can be used in the place of one of its spell-like ability attacks. This whirlwind is a cone that may be as wide as 10 feet in diameter at the bottom, as wide as 30 feet in diameter at the top, and up to 50 feet in height. This whirlwind takes a full round to create. All creatures of less than 2 Hit Dice in the area of effect must succeed at a Reflex save (DC 19) or be automatically swept away and killed. Anything in the area of effect not automatically killed takes 2d6 points of damage from the whirlwind. Grounding (Ex): A tempest may use its power over the air to batter down and ground flying opponents. All creatures in the air within 50 feet of the tempest must make a Fortitude save (DC 19) or fall to the earth. Lightning (Su): A tempest may cast a lightning bolt, once per round at a single target. The lightning bolt causes 1d6 damage per Hit Die of the tempest, with no maximum damage. Victims can attempt a Reflex save (DC 17) for half damage. This ability is otherwise like the spell. Chilling Wind (Su): A tempest may use its winds to affect opponents as if by a chill touch spell. This attack may be used in the place of either the tempest's wind or electrical attack. Precipitation (Ex): A tempest may produce as much as 20 gallons of rain per round if it doesn't attack. This precipitation can cause floods, and the beast may use it to fill holes, wash out bridges, etc. Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Immunities (Ex): A tempest is immune to all wind, gas, and water attacks. Air Mastery (Ex): Airborne creatures suffer a -1 penalty to attack and damage rolls against a tempest. Water Mastery (Ex): A tempest gains a +1 to attack and damage bonus if both it and its opponent touch water. ARCTIC TEMPEST This variety of tempest is found only in cold regions. They are similar to standard tempests in most respects, but their powers differ. Instead of the whirlwind and lightning powers, they may cause snow to fall, or cast an ice storm spell. These cold-based attacks are used in place of the standard tempest's electrical attacks. The snowfall of an arctic tempest causes 9d4+9 points of cold damage to creatures beneath the tempest, with a Fortitude save (DC 17) causing only half damage. It may also use its winds in the same manner of the chilling wind, to cause damage as a shocking grasp spell, for 1d8+9 points of damage. The tempest first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook), and later in the Monstrous Manual as a "composite elemental". [/QUOTE]
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