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Tempest Creature (CR +Varies)

These creature are the living embodiment of the power of storms, be it supercells, 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, gain 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 cloud-based 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 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. Targets are stunned for 1 round, permanently deafened, and 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 creature. 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 own 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 half the tempest creature’s CR (minimum 1d3 for creatures CR 1 or less).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 it 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 creatures corporeal attack, while creature with weapons must treat it as if his 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 form of earth. Whenever a tempest is affected by a spell or effect with the earth descriptor or that causes silence or is rendered deaf by any means, it is nauseated 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. The tempest creature is also vulnerable to damage from such effects.

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).

Abilities: Increase from the base creature as follows: Dex +4, Con +4, +4 Cha.

Section 15: Copyright Notice

Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.