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Destiny Tempest

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.

Recall Knowledge - Elemental (Arcana, Nature): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Destiny TempestCreature 13

Medium Air Elemental 
Source Monster Core 2 pg. 97
Perception +13; greater darkvision
Languages Sussuran; (can't speak any language); telepathy 100 feet, truespeech
Skills Acrobatics +12, Athletics +8, Deception +13, Dimension of Time Lore +12, Stealth +14
Str +4, Dex +8, Con +6, Int +8, Wis +7, Cha +7
AC 21; Fort +6, Ref +11, Will +13
HP 230; Immunities bleed, paralyzed, poison, sleep; Weaknesses force 10, spirit 10
Ebbing Cloud (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 Breath Destiny tempests do not need to breathe.Unspeakable Insights (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 20 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.Center of Destiny [reaction] (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.
Speed 25 feet, fly 60 feet; swiftness
Melee [one-action] slithering whisper +12 [+7/+2] (air, finesse, magical), Damage 2d8+10 bludgeoning plus 1d8 mental and sound without voiceRanged [one-action] umbral breath +12 [+7/+2] (air, range increment 30 feet, void), Damage 4d10 voidOccult Innate Spells DC 20, attack +12; 6th never mind; 5th subconscious suggestion; 4th darkness; Cantrips (6th) detect magic, figment; Constant (5th) truespeech
Divergent Potential [two-actions] (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 Voice (air, emotion, fear, mental, occult) A creature damaged by the destiny tempest's slithering whisper Strike must succeed at a DC 20 basic Will save or become frightened 2.Swiftness A destiny tempest's movement doesn't trigger reactions.

Sidebar - Additional Lore Hushed Voices

On the Plane of Air, many creatures communicate through telepathy, shared dreams, or illusory rebuses. Though destiny tempests are telepathic and can magically understand most languages, they prefer to convey their thoughts and ideas metaphorically by shaping the clouds and currents of the Plane of Air to act out elaborate, moving stories and plays. Sometimes these animated clouds retain a bit of magic, becoming Pictures-in-Clouds.