Destiny Tempest
Creature 13 — air, elemental
Before the Jaathoom Empire, the Plane of Air was ruled by destiny tempests from their Reverient Empire of Lost Nights. When the jaathoom armies crushed the Reverient Empire, they trapped the defeated destiny tempests in bronze spheres scattered across the Plane of Air, prisons of time and everlasting nightmare.
Source: pathfinder-monster-core-2
Perception +26
Skills acrobatics +25, athletics +21, deception +26, stealth +27
Str
+4
Dex
+8
Con
+6
Int
+8
Wis
+7
Cha
+7
AC 34
Fort +19
Ref +24
Will +26
HP 230
Immunities bleed, paralyzed, poison, sleep
Weaknesses force 10, spirit 10
Speed 25 feet, fly 60 feet
Offense
Melee Slithering Whisper +25, Damage 2d8+10 bludgeoning plus 1d8 mental
Ranged Umbral Breath +25, Damage 4d10 void
Abilities
Telepathy 100 feet (aura, magical, mental) — Telepathy
Center of Destiny (teleportation) —
Ebbing Cloud (aura, mental, occult) — 15 feet. Destiny tempests surround themselves with thoughts of averted fates, creating a thick metaphysical soup that cloys the mind and clouds ambition. Creatures in the area moving toward the destiny tempest treat the area as difficult terrain.
No Breath — Destiny tempests do not need to breathe.
Unspeakable Insights (mental, occult) — Touching a destiny tempest's mind even briefly grants a powerful and painful awareness of uncharted pasts, presents, and futures, too impossibly vast for mortal minds to conceptualize or contain. Whenever a creature targets the destiny tempest with a magical mental effect, it must attempt a DC 33 Will save.
**Critical Success** The creature is unaffected and becomes immune to unspeakable insights for 24 hours.
**Success** The creature is unaffected.
**Failure** The creature takes 3d6 mental damage.
**Critical Failure** The creature takes 6d6 mental damage and becomes Confused for 1 round.
Divergent Potential (concentrate, fortune) — The destiny tempest chooses two creatures it can see within 60 feet and rolls two slithering whisper Strikes, one against each creature. After seeing the outcomes of the two Strikes, the destiny tempest chooses one of the two targets to pursue, Flies up to 60 feet to reach the chosen target, and uses the result of the chosen Strike; the other Strike is lost. If the destiny tempest is prevented from reaching its chosen target, the attack is prevented and the chosen Strike is lost.
Sound Without Voice (air, emotion, fear, mental, occult) — A creature damaged by the destiny tempest's slithering whisper Strike must succeed at a DC 33 Will save or become Frightened 2.
Swiftness — A destiny tempest's movement doesn't trigger reactions.
Spells
Never Mind (rank 6)
Subconscious Suggestion (rank 5)
Truespeech (Constant) (rank 5)
Darkness (rank 2)
Detect Magic (rank 1)
Figment (rank 1)
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