# Tempest >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slam: 2d6 (×2) > >Melee/Ranged: +29/+18 > >Secondary: +24/+13 > >Multiattack: +27/+16 > >M/R_PA: +22/+11 > >2nd/PA: +17/+6 > >MA_PA: +20/+9 > >Itterative: 4 > > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +23; StrPA2H: +34; StrPAOH: +11 > > xDCs:: Str: 31; Dex: 20; Con: 31; Int: 21; Wis: 22; Cha: 25 > > xFeat:: 9/12 (3) > > xClasSkil:: Bluff, Fly, Perception, Sense Motive, Spellcraft > > SaveDiff:: +/- 6 > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Tempest</div> <div class="CR">CR 16 (76,800 XP)</div> <div class="SOU">Monster Manual 2</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CN Gargantuan Outsider (air, earth, elemental, fire, water) **Init** -2 **Perception** +31 #### defense **AC** 24, 14 touch, 26 flat-footed (+10 deflection, -2 Dex, +10 natural, -4 size) **hp** 336 (24d10+216) **Fort** +17, **Refl** +12, **Will** +14 **Feint** 41, **Demoralize** 34 #### offense **Speed** fly 60 ft. (good) **Melee** slam +7 (1d3) **Space** 20 ft., **Reach** 10 ft. **Special Attacks** deflective aura, drench, elemental mastery, whirlwind **Spell-Like Abilities** (CL 9th; Concentration +12) > **At will**— chill touch, gust of wind, lightning bolt, wind wall > At will — chameleon, dimension door, distract #### statistics **Str** 29, **Dex** 6, **Con** 28, **Int** 8, **Wis** 11, **Cha** 17 **BAB** +24, **CMB** +30, **CMD** 48, **TA** +29, **RTA** +18 **Feats** [[Alertness]], [[Awesome Blow]], [[Cleave]], [[Empower Spell-like Ability]], [[Endurance]], [[Great Cleave]], [[Improved Bull Rush]], [[Power Attack]], [[Quicken Spell-Like Ability]] **Languages** #### special abilities ### Deflective Aura (Su) A tempest gains a +10 deflection bonus to Armor Class. ### Drench (Ex) The tempest's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Huge size or smaller. The creature can dispel magical fire it touches as if by dispel magic (caster level equal to tempest's HD). ### Elemental Mastery (Ex) A tempest gains a +1 bonus on attack and damage rolls if both it and its foe are in contact with any of the four elements (air, earth, fire, or water). A tempest is seldom in a good mood, so most encounters with these creatures end in a battle. ### Whirlwind (Su) A tempest can transform itself into a whirlwind (or vortex if underwater) once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and between 10 and 50 feet tall (tempest's choice). In this form, it can move through the air (or water, as a vortex) or along a surface at its fly speed. Any creature one or more size categories smaller than the tempest that comes into contact with the whirlwind must make a successful Reflex save (DC 31) or take 4d6 points of damage. It must also succeed at a second Reflex save (DC 31) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d6 points of damage per round. A creature that can fly is allowed a Reflex save at the same DC each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The tempest can eject any carried creatures whenever it wishes, depositing them wherever it happens to be. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the tempest and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Anyone caught in the cloud must succeed at a Concentration check (DC 31) to cast a spell.