The Dark Storm
Large Elemental (Air, Extraplanar, Incorporeal)
8d8+24 (60 hp)
Init +11
Spd Fly 100 ft. (perfect) (20 squares)
AC 21 (–1 size, +7 Dex, +4 natural +1 Deflection), touch 16, flat-footed 13
Bab +6/+12
Attacks Incorporeal Slam +12 melee
Full Attack 2 Incorporeal slams +12 melee -Level Drain (2d6+2 vs Incorporeals)
Reach 10 ft./10 ft.
SA Air mastery, whirlwind, Lightning Storm, Level drain SQ Fettered, Damage reduction 5/–, darkvision 60 ft., Elemental traits, Blindsight, Incorporeal, Spawn Shadows, Fear Aura
Sv Fort +5, Ref +13, Will +2
Str ---, Dex 25, Con 16, Int ---, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Combat Reflexes, Flyby Attack, Improved Initiative, Whirlwind Attack
Habitat Misylak Forest and The Pack
Fettered: The Dark Storm is not a free ranging entity but is fettered to the Misylak Forest and the Pack. The Dark Storm remains within the confines of the Misylak forest unless the Pack is engage in a hunt at which point it will manifest over the Leader of the Pack. The Dark Storm has no intelligence but will instinctively attack those The Pack has targeted as prey
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against the Dark Storm.
Whirlwind (Su): The Dark Storm can effect the air surrounding it and generate a whirlwind once every 10 minutes and maintain it for up to 4 rounds. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and can range from between 10 and 40 feet tall. In this form, the Dark Storm can move through the air or along a surface at its fly speed.
The Dark Storm’s movement while in whirlwind form does not provoke attacks of opportunity.Creatures one or more size categories smaller than the Dark Storm might take damage when caught in the whirlwind and may be lifted into the air. Reflex save DC 16 or take 2d6 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. Flying creature Reflex save each round to escape. The save DC is Strength based.
must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls.
Creates a swirling cloud of debris,diameter equal to half the whirlwind’s height, that obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.Concentration check (DC 15 + spell level) to cast a spell.
Lightning Storm: The Dark Storm can generate a Lightning bolts at will as per the Call Lightning Storm spell. Each Lightning bolt does 5d10 damage with a maximum of 15 bolts per day
Energy Drain (Su): Living creatures hit by the Dark Storm’s incorporeal slam attack gain one negative level. For each such negative level bestowed, the Dark Storm gains 5 temporary hit points. DC 15 Charisma-based.
Create Spawn (Su): Any humanoid slain by the Dark Storms energy drain becomes a shadow in 1d4 rounds. Spawn manifest along with the Dark Storm and remain enslaved until destroyed. They do not possess any of the abilities they had in life.
Fear Aura (Su): The Dark Storm can radiate a 30-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the Dark Storm’s aura for 24 hours. The Pack is immune to the aura. The save DC is Charisma-based.