THE SHARED REFERENCE Adventurer

Monster

Tempest Spirit

Outside your table’s allowed sources

Official reference · BGG · 2014

Creature type
Undead
Size
Huge
Armor class
12
Hit points
195 (17d12 + 85)
Speed
Fly 60 ft. (hover)
Challenge rating
15
Alignment
Chaotic Evil
Strength
24
Dexterity
14
Constitution
20
Intelligence
16
Wisdom
18
Charisma
19
Passive Perception
19
Saving Throws
con: +10; int: +8; wis: +9; cha: +9
Skills
arcana: +8; perception: +9
Languages
Common, Giant
Resistances
cold, necrotic, poison, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
lightning, thunder
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Incorporeal Movement

The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (3/Day)

If the spirit fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The spirit makes two Lightning Fist or Hailstone attacks in any combination.

Lightning Fist

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) lightning damage.

Hailstone

Ranged Weapon Attack: +12 to hit, range 90/180 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) cold damage.

Death Bolt (Recharge 5–6)

The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage plus 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. On a success or failure, an affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.

Bonus actions

Hailstorm (Recharge 4–6)

The spirit conjures a hailstorm in a 20-foot-radius, 40-foot-high cylinder centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage plus 10 (3d6) cold damage and has the prone condition. On a successful save, a creature takes half as much damage only.

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