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.