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Tempest Spirit

Huge undead, Chaotic Evil

Armor Class 12

Hit Points 195 (17d12 + 85)

Speed fly 60 ft.

STR 24 (+7)
DEX 14 (+2)
CON 20 (+5)
INT 16 (+3)
WIS 18 (+4)
CHA 19 (+4)

Saving Throws CON +10, INT +8, WIS +9, CHA +9

Skills Arcana +8, Perception +9

Damage Resistances cold, necrotic, poison, [object Object]

Damage Immunities lightning, thunder

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses passive Perception 19

Languages Common, Giant

Challenge 15

Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. The spirit takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (3/Day). If the spirit fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The spirit makes two Lightning Fist or Hailstone attacks in any combination.

Lightning Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) lightning damage.

Hailstone. Ranged Weapon Attack: +12 to hit, range 90/180 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) cold damage.

Death Bolt (Recharge 5–6). The spirit hurls a magical lightning bolt in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) lightning damage plus 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. On a success or failure, an affected creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if its hit point maximum is reduced to 0.

Bonus Actions

Hailstorm (Recharge 4–6). The spirit conjures a hailstorm in a 20-foot-radius, 40-foot-high cylinder centered on a point it can see within 120 feet of itself. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 10 (3d6) bludgeoning damage plus 10 (3d6) cold damage and has the prone condition. On a successful save, a creature takes half as much damage only.

Source

Bigby Presents: Glory of the Giants, p. 184