Destiny Tempest

Level 13
Creature· airMediumRemaster
AC 34
HP 230
Speed 25 ft.
Fort +19
Ref +24
Will +26
Perc +26
Size Medium
Common
Immunities bleed, paralyzed, poison, sleep
Weaknesses force 10, spirit 10
Spells
Occult Innate Spells (DC 33, attack +25)
Languages sussuran
Senses greater-darkvision
Speeds 25 ft., fly 60 ft.
Skills stealth +27, deception +26, acrobatics +25, athletics +21
Recall Knowledge nature DC 31

Attacks

Melee Slithering Whisper +25/+20/+15(air, finesse, magical)
Damage: 2d8+10 bludgeoning + 1d8 mental
Effect: sound without voice
Ranged Umbral Breath +25/+20/+15 (range 30 ft.)(air, void)
Damage: 4d10 void

Abilities

Telepathy 100 feetinteraction(aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Center of Destinydefensive(teleportation)

Trigger A creature within 30 feet benefits from a fortune effect Effect Shadows surround and steal away the destiny tempest, who reappears in an open space adjacent to the triggering creature.

Ebbing Clouddefensive(aura, mental, occult)

15 feet. Destiny tempests surround themselves with thoughts of averted fates, creating a thick metaphysical soup that cloys the mind and clouds ambition. Creatures in the area moving toward the destiny tempest treat the area as difficult terrain.

No Breathdefensive

Destiny tempests do not need to breathe.

Unspeakable Insightsdefensive(mental, occult)

Touching a destiny tempest's mind even briefly grants a powerful and painful awareness of uncharted pasts, presents, and futures, too impossibly vast for mortal minds to conceptualize or contain. Whenever a creature targets the destiny tempest with a magical mental effect, it must attempt a DC 33 will save. Critical Success The creature is unaffected and becomes immune to unspeakable insights for 24 hours. Success The creature is unaffected. Failure The creature takes 3d6 mental damage. Critical Failure The creature takes 6d6 mental damage and becomes Confused for 1 round.

Divergent Potential◆◆offensive(concentrate, fortune)

The destiny tempest chooses two creatures it can see within 60 feet and rolls two slithering whisper Strikes, one against each creature. After seeing the outcomes of the two Strikes, the destiny tempest chooses one of the two targets to pursue, Flies up to 60 feet to reach the chosen target, and uses the result of the chosen Strike; the other Strike is lost. If the destiny tempest is prevented from reaching its chosen target, the attack is prevented and the chosen Strike is lost.

Sound Without Voiceoffensive(air, emotion, fear, mental, occult)

A creature damaged by the destiny tempest's slithering whisper Strike must succeed at a DC 33 will save or become Frightened 2.

Swiftnessoffensive

A destiny tempest's movement doesn't trigger reactions.

Description

Before the Jaathoom Empire, the Plane of Air was ruled by destiny tempests from their Reverient Empire of Lost Nights. When the jaathoom armies crushed the Reverient Empire, they trapped the defeated destiny tempests in bronze spheres scattered across the Plane of Air, prisons of time and everlasting nightmare.