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Blustering Gale

Creature 11 — air, elemental, troop

Blustering gales are among the least of air elementals: spirits of the small breezes who sometimes arise in the wake of mightier creatures, like the downdraft of a swallow's wing or the sharp expulsion of a vigorous cough. Unwilling or unable to act effectively alone, they form into "gales," collections of weak elementals that use their combined power to hurl insults and pummel those who defy them in a misguided attempt to rise above their humble origins. Together, they force other creatures to

Source: rage-of-elements-bestiary

Perception +20
Skills acrobatics +20, athletics +22, intimidation +22, stealth +18
Str
+7
Dex
+5
Con
+3
Int
+0
Wis
+1
Cha
+5
AC 30 Fort +22 Ref +24 Will +18
HP 150
Immunities bleed, paralyzed, poison, sleep
Weaknesses area-damage 10, splash-damage 10
Speed 25 feet, fly 60 feet

Abilities

Bullying Bluster (auditory, aura, emotion, linguistic, mental) — 30 feet. The blustering gale constantly unleashes a tirade of insults and aggressive taunts. Each enemy who enters or starts their turn in the aura must succeed at a DC 30 Will save or become Stupefied 1 for as long as they remain within the aura (Stupefied 2 on a critical failure). The troop's members are collectively able to mimic a few curse words or insults in every language, allowing their Bullying Bluster to affect any creature who understands a language. A creature who succeeds at its save is temporarily immune for 1 hour. The blustering gale can activate or deactivate the aura with a free action, which has the concentrate trait.
Troop Defenses — Troop Defenses
Pummeling Winds — 1 to 3 Frequency once per round Effect The blustering gale bashes, batters, and pummels each adjacent enemy (DC 27 Reflex save). The damage depends on the number of actions. 1 1d8+2 bludgeoning damage 2 2d8+12 bludgeoning damage 3 3d8+15 bludgeoning damage
Troop Movement — Whenever a troop Flies or Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.
Windstorm (air) — The blustering gale exhales as a unit, creating a powerful windstorm. This windstorm is a 10-foot burst within 100 feet that deals 3d8+10 bludgeoning damage (DC 30 Reflex save). Creatures that fail their saving throw are pushed 10 feet in any direction (plus knocked Prone on a critical failure). When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot burst and the distance pushed decreases to 5 feet.

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