Tempest
gargantuan elemental, chaotic neutral
Armor Class: 22 (Natural Armor)
Hit Points: 600 ()
Speed: 60 ft, fly 120 ft.
STR28(+9)DEX24(+7)CON28(+9)INT12(+1)WIS18(+4)CHA16(+3)
Saving Throws: Dex +15, Con +17, Wis +12
Skills: Perception +12, Arcana +8
Damage Immunities: Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Unconscious
Senses: Darkvision 120 ft., passive Perception 22
Languages: Auran, Primordial
Challenge: 28 (120,000 XP)
Storm Arura: The Tempest Elemental generates an electrified storm aura within a 60-foot radius. Creatures that start their turn in this area take 20 () lightning damage and must succeed on a DC 20 Constitution saving throw or be stunned until the end of their next turn.
Legendary Resistance (3/day): If the elemental fails a saving throw, it can choose to succeed instead.
Elemental Form: The Tempest Elemental is immune to nonmagical weapons, can't be grappled or restrained, and can move through other creatures and objects as if they were difficult terrain.
Actions
Multiattack: The elemental makes three attacks: two with its Slam and one with its Lightning Strike.
Slam: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 () bludgeoning damage.
Lightning Strike: Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 60 () lightning damage.
Gale Burst (Recharge 5-6): The elemental releases a powerful burst of wind in a 60-foot cone. Creatures in the area must make a DC 20 Strength saving throw or be pushed back 30 feet and knocked prone, taking 40 () bludgeoning damage or half as much on a success.
Legendary Actions
The elemental can take 3 legendary actions, choosing from the options below. It can use only one legendary action at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.Wind Gust: The elemental moves up to half its speed without provoking opportunity attacks.
Thunderclap: The elemental creates a shockwave of thunder in a 20-foot radius centered on itself. Creatures in the area must make a DC 20 Constitution saving throw or take 20 () thunder damage.
Storm Surge (Costs 2 actions): The elemental releases a surge of lightning energy. All creatures within 30 feet must make a DC 20 Dexterity saving throw or take 60 () lightning damage and be stunned until the end of their next turn.
Tags:lightningthunderlegendary actionmelee attackspell attackextra attackelementalchaoticneutraldarkvisionflyingperceptionarcanalegendary actionsimmunity