Behemoth, Tempest

Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.

Tempest Behemoth CR 22

XP 614,400
N Colossal magical beast (air, behemoth)
Init +9; Senses blindsense 60 ft., darkvision 60 ft.; Perception +31


AC 40, touch 8, flat-footed 34 (+5 Dex, +1 dodge, +32 natural, -8 size)
hp 445 (33d10+264); regeneration 20
Fort +26, Ref +23, Will +16
Defensive Abilities unstoppable; DR 15/epic; Immune ability damage, aging, bleed, disease, electricity, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph; SR 33
Weaknesses vulnerable to miracles and wishes


Speed 40 ft., fly 200 ft. (good)
Melee bite +41 (4d6+16/19-20 plus bleed), 2 talons +41* (2d8+16 plus bleed), wings +36 (8d8+8)
Ranged 6 scales +31 (1d10+16/19-20 plus bleed)
Space 30 ft.; Reach 30 ft.
Special Attacks bleed (2d6), gale, ruinous, thunderbolt
Spell-Like Abilities (CL 20th; concentration +22)

3/daystorm of vengeance (DC 21)


Str 43, Dex 21, Con 26, Int 3, Wis 16, Cha 14
Base Atk +33; CMB +57; CMD 73
Feats Combat Reflexes, Dodge, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (feathers*), Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Power Attack, Snatch, Vital Strike, Weapon Focus (feathers*), Wind Stance
Skills Fly +29, Perception +31, Stealth -7, Survival +15; Racial
Modifiers +20 Fly, +10 Perception
Language Aklo (cannot speak)


Gale (Su)

A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.

Scales (Ex)

A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.

Thunderbolt (Su)

As a swift action once every 1d4 rounds, a behemoth can shoot a bolt oflightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line (DC 34 Reflex save halves damage and negates deafness). The save DC is Constitution-based.


Environment any air
Organization solitary or pair
Treasure none

Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets. A tempest behemoth’s divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being.

As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-flung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground.

The advent of a tempest behemoth is generally presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate—ironically encouraging victims to emerge into the open just as the behemoth strikes.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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