Tempest Creature (CR +Varies)

These creatures are the living embodiment of the power of storms, be they super cells, typhoons, hailstorms, or a brace of tornados, these creatures are calamity incarnate. The deities that control the sky, weather, or destruction often create them for their own purposes. They rouse to action quickly but are dangerously easy to anger, having no patience and violent temperaments. A few of them find delight in widespread destruction and flashy displays but seldom target specific individuals or objects. A tempest creature’s body appears to have been replaced with a storm, its hair with wind, lightning, and rain, its eyes with lightning, its body a rolling mass of dark clouds, rain, lighting or tornados.

Creating a Tempest Creature

“Tempest” is an acquired template that can be added to any corporeal creature. A tempest creature uses all the base creature’s statistics and special abilities except as noted here.

CR: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.

Alignment: Chaotic Evil or Chaotic Neutral

Size and Type: The creature gains the incorporeal subtype.

AC: The base creature’s armor and/or shield gains the ghost touch special ability. Its natural armor becomes a deflection bonus to which it adds its Charisma bonus or +1, whichever is higher.

Defensive Abilities: Incorporeal; Immune cold, fire, electricity, sonic, inhaled poisons and gas-, fog-, or cloudbased attacks and spells.

Speed: A tempest creature loses all the base creature’s speeds and gains a fly speed equal to the better of either the creature’s former fly speed or double the base creature’s highest land speed, with perfect maneuverability.

Attacks: The tempest creature retains all the base creature’s natural attacks, and its weapon and armor proficiencies. However, all its natural attacks become incorporeal touch attacks, retaining the same primary or secondary status they had for the base creature. The tempest creature gains a primary incorporeal touch attack if it has no other natural attacks. Its manufactured weapons gain the ghost touch special ability. Because an incorporeal creature has no Strength score, its Dexterity modifier, rather than its Strength modifier, applies to all its attack rolls and prerequisites.

Special Attacks: Trample (DC is modified by its Dexterity modifier rather than its Strength Modifier).

Special Abilities: A tempest creature retains all the special abilities of the base creature, plus the special abilities as described below:

Breath Weapon (Ex): Once every 1d4 rounds, a tempest creature can breathe a cone (25 ft. +5 ft./2 CR) of electricity, sonic, and wind. This deals 1d6 per CR, half the damage is electricity and half is sonic, which leaves the creature stunned for 1 round and permanently deafened, the wind knocks the subjects prone and blows them away to the end of the cone’s range. A successful Reflex save (DC 10 + 1/2 the tempest creature’s HD + its Con modifier) halves the damage, and negates the stunned, deafened, prone, and blown away effects.

Cloud Sight (Ex): A tempest creature can see through clouds, gases, fogs, mists, precipitation, and smoke as though they didn’t inhibit vision. Creatures and objects do not gain concealment from a tempest creature due to such conditions.

Gale Aura (Su): A tempest creature generates a 30-foot aura of gale-like winds that slows the progress of other creatures. Other creatures in the aura cannot take a 5-foot step. Opponents in the aura treat each square as difficult terrain.

Ride the Lightning (Su): When a tempest creature uses any spell or effect with the electricity descriptor (including its breath weapon), it may teleport with no chance of error to any unoccupied space within the area of effect as a free action. It must take this action immediately after using that ability.

Storm Strike (Su): Whenever a tempest creature makes a successful incorporeal touch attack, or hits with one of its ghost touch weapons, or makes a trample attack, there is momentous explosion of thunder and lightning. This deals damage equal to 1d6/2 CR it possesses. Hence a CR 10 creature will deal 5d6 damage, half the damage is electricity the other half is sonic. A successful Fortitude save (DC 10 +1/2 the tempest creature’s HD + its Con modifier) results in half damage. Upon a failed save the victim is confused for 1 round and permanently defended. A creature that makes its save is immune to this tempest creature’s storm strike’s confusing and deafening effects for 24 hours but not the damage.

Creatures that hit a tempest creature with natural weapons or unarmed attacks take damage as though hit by the tempest creature’s incorporeal attack, while creatures with weapons must treat it as if their weapon had been successfully sundered. A successful Reflex (same DC) negates this effect for creatures that successfully hit a tempest creature.

Vulnerable to Earth and Silence (Su): A tempest creature constantly surrounds itself with the sound and fury of air and thunder, and can’t stand any form of silence or earth. Whenever a tempest creature is affected by a spell or effect with the earth descriptor or that causes silence or is rendered deaf by any means, it cannot take any action other than a move action for the duration of the effect. These spells or effects overcome its incorporeal nature as if they were force effects and the creature suffers a-4 penalty to its saving throw against such effects and they ignore spell resistance, energy resistance, immunity, and damage reduction, If the effect deals damage it deals +50% more.

Spell-Like Abilities: A tempest creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).

Hit Dice Spell-Like Ability
1-2 Wind churn1
3-4 Gust of wind
5-6 Call lightning
7-8 Discordant Blast2
9-10 Call lightning storm
11-12 Sirocco2
13-14 Control weather 3/day
15-16 Whirlwind
17-18 Deadly tempest1
19+ Storm of vengeance

1: New Spell
2: Pathfinder Roleplaying Game: Advanced Player’s Guide

Abilities: Increase from the base creature as follows: Dex +4 (+2 to ranged attack rolls; AC and touch AC, initiative, and Reflex saves, +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to any of the base creature’s Dexterity-based DCs), Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +4 (+2 to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs).

New Spells

Deadly Tempest

School: Evocation [Air, Cold, Electricity]; Level: Drd 9, Sor/Wiz 9
Casting Time: 1 standard action
Components: V, S, F (100 gp exotic feather)
Range: Long (400 ft. + 40 ft./level)
Effect: Swirling winds in a 20-ft. radius, 40 ft. high
Duration: 1 round/level (D)
Saving Throw: Reflex partial; see text; Spell Resistance: Yes

This spell creates a powerful vortex of raging wind, hail, and lightning that moves through the air, along the ground, or over water at a speed of 90 feet during your turn. The deadly tempest deals 2d6 points of cold damage, 2d6 points of electricity damage, and 2d6 points of bludgeoning damage to all creatures and objects in the area of effect. Any Large or smaller creature coming into contact with the vortex must also succeed on a Reflex save or be picked up bodily and held suspended in its powerful winds, taking the same damage each round on your turn (no save). Huge creatures (and Large or smaller creatures making successful saving throws) are limited to one-half speed within the vortex but take damage as normal. Gargantuan and Colossal creatures take damage but are otherwise unaffected.

Within the deadly tempest, a creature takes a –4 penalty to Perception checks, and all air or land movement is at one-half speed. Missile weapons are deflected (automatically missing) if they enter or pass through the vortex, while any other normal ranged weapon passing through the wind has a 30% miss chance (giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected). Gases, most gaseous breath weapons, and creatures in gaseous form cannot enter or pass through the vortex (though it presents no barrier to incorporeal creatures).

As a move action, you can concentrate on controlling the vortex’s movement or specify a simple program (move forward or backward, follow a circular path, move from corner to corner through a room, and so on). As part of this move action you may direct the vortex to eject any carried creatures whenever you wish, depositing them wherever the vortex happens to be when they are released.

If the vortex of a deadly tempest exceeds the spell’s range, you lose control of it (even if it comes back within range) as it moves off in a random, uncontrolled fashion for 1d3 rounds and then dissipates.

Wind Churn

School: Evocation [Air]; Level: Drd 1
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Flying creatures in range
Duration: 1 round
Saving Throw: Reflex negates; Spell Resistance: Yes

You cause the air around and above you to churn. While creatures on the ground merely feel a breeze, the chaotic winds buffet those in the air. All flying creatures who fail the saving throw must either land or spend the next full round keeping themselves righted. If a flying creature does neither, it falls. Creatures flying magically do not fall but merely suffer a –2 circumstance penalty to attack rolls, saving throws, and checks during that round. The spell also inflicts 1d6 points of air damage per two caster levels (maximum 5d6) to all flying creatures in range, although the Reflex saving throw negates all damage.

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