Tempest Behemoth
Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.
Tempest Behemoth (CR 22)
Colossal Magical Beast (Air, Behemoth)Alignment: Neutral
Initiative: +9
Senses: Blindsense 60 feet, Darkvision 60 feet; Perception +31
Speed: 40 feet, Fly 200 feet (good)
Space: 30 feet
Defense
Armor Class: 40, touch 8, flat-footed 34 (+5 Dex, +1 dodge, +32 natural, -8 size)Hit Points: 445 (33d10+264) Regeneration 20
Saving Throws: Fort +26, Ref +23, Will +16
unstoppable
Damage Reduction: 15/epic
Immunity: ability damage, aging, bleed, disease, electricity, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph
Spell Resistance: 33
Weaknesses: vulnerability to miracles and wishes
Offense
Melee: bite +41 (4d6+16/19-20 plus bleed), 2 talons +41 (2d8+16 plus bleed), wings +36 (8d8+8)Reach: 30 feet
Ranged: 6 scales +31 (1d10+16/19-20 plus bleed)
Special Attacks: Bleed (2d6), gale, ruinous, thunderbolt
Spell-Like Abilities (CL 20th; Concentration +22):
- 3/day- Storm Of Vengeance (DC 21)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
43 (+16) | 21 (+5) | 26 (+8) | 3 (-4) | 16 (+3) | 14 (+2) |
CMB +57
CMD 73
Feats: Combat Reflexes, Dodge, Fly-by Attack, Greater Vital Strike, Hover, Improved Critical (bite), Improved Critical (scales), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Snatch, Vital Strike, Weapon Focus (scales), Wind Stance
Skills: Fly +29, Perception +31, Stealth -7, Survival +15
- Racial Modifiers: +20 Fly, +10 Perception
Special Abilities
Gale (Su)
A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.Scales (Ex)
A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.Thunderbolt (Su)
As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line. A DC 34 Reflex save halves the damage and negates the deafness. The save DC is Constitution-based.Ecology
Environment: Any AirOrganization: solitary or pair
Treasure: none
Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets.
A tempest behemoth's divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being.
As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-flung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground.
The advent of a tempest behemoth is generally presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate-ironically encouraging victims to emerge into the open just as the behemoth strikes.