Tempest (CR 16)
Gargantuan Elemental (Air, Earth, Fire, and Water)
Alignment: Always chaotic neutral
Initiative: -2 (Dex); Senses: Listen +11 and Spot +11
Languages: Auran, Ignan, Aquan, Terran
AC: 24 (-4 size, -2 Dex, +10 natural, +10 deflection), touch 14, flat-footed 24
Hit Dice: 24d8+216 (324 hp); DR: 10/-
Fort +23, Ref +12, Will +8
Speed: Fly 60 ft. (good)
Space: 20 ft./10 ft.
Base Attack +18; Grapple +26
Attack: Slam +23 melee
Full Attack: 2 Slams +23 melee
Damage: Slam 2d8+13
Special Attacks/Actions: Burn, drench, spell-like abilities, whirlwind
Abilities: Str 29, Dex 6, Con 28, Int 8, Wis 11, Cha 17
Special Qualities: Defensive aura, elemental mastery, elemental traits, fire subtype
Feats: Alertness; Awesome Blow; Cleave; Empower Spell-like Ability; Endurance; Great Cleave; Improved Bull Rush; Power Attack; Quicken Spell-Like Ability
Skills: Concentration +18, Listen +11, and Spot +11
Advancement: 25-48 HD (Gargantuan); 49-72 HD (Colossal)
Climate/Terrain: Any land
Organization: Solitary
Treasure/Possessions: None
Source:
Monster Manual II
Burn (Ex): Anyone hit by a tempest's slam attack must succeed at a Reflex save (DC 31) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the fire. Any creature hitting a tempest with a natural weapon or unarmed attack takes fire image as though hit by its slam attack and also catches fire unless it succeeds at a Reflex save.
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).
Spell-Like Abilities: At will - chill touch, gust of wind, lightning bolt, wind wall. Caster level 9th; save DC 13 + spell level.
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.
Defensive Aura (Sp): A tempest has a +10 deflection bonus to Armor Class. This ability is always in effect.
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.
Air Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).
Earth Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.
Fire Subtype
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Water Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.