Elder Tempest | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mordenkainen's Monsters of the Multiverse p. 121

Elder Tempest CR: 23

Gargantuan , neutral
Armor Class: 19
Hit Points: 264 (16d20+96) 16d20+96
Speed: 0 ft , can hover

STR

23 +6

DEX

28 +9

CON

23 +6

INT

2 -4

WIS

21 +5

CHA

17 +3

Saving Throws: Wis +12, Cha +11
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning, poison, thunder
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, restrained, prone, stunned
Senses: darkvision 60 ft., passive Perception 15
Challenge Rating: 23

Air Form. The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.   Flyby. The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.   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+4 1d6+4 miles in diameter. Heavy precipitation in the form of either rain or snow fall there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl the area covered by the storm. The wind imposes disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog.    Siege Monster. The tempest deals double damage to objects and structures. 

Actions

Multiattack. The tempest makes two Thunderous Slam attacks.   Thunderous Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6+9) thunder damage.   Lighting Storm (Recharge 6). Each creature within 120 feet of the tempest must make a DC 21 Dexterity saving throw, taking 27 (6d8) 6d8 lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn. 

Legendary Actions

The tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The tempest regains spent legendary actions at the start of its turn.    Move. The tempest moves up to its speed.   Lightning Strike (Cost 2 Actions). The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 21 Dexterity saving throw, taking 16 (3d10) 3d10 lightning damage on a failed save, or half as much damage on a successful one.   Screaming Gale (Costs 3 Actions). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 10 feet wide. Objects in that area take 22 (4d10) 4d10 thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) 4d10 thunder damage and be flung up to 60 feet in a direction away from the the line. If a thrown target collides with an immovable object (such as a wall or floor) or another creature, the target takes 3 (1d6) 1d6 bludgeoning damage for every 10 feet it was thrown before impact. If the target collides with another creature, that other creature must succeed on a DC 19 Dexterity saving throw or take the same impact damage and be knocked prone. 


Created by

Kiriari.

Statblock Type

Monster

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