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Original generation · R21 Media Group

Stormcrown

Huge elemental, chaotic neutral

AC
17
HP
300
Speed
30
CR
15

The pilots of the Reach chart two kinds of weather, and the difference matters more than the wind. An ordinary gale you steer by. But when the cloud stack over the horizon starts turning against its own wind, the older pilots put in and bar the harbour doors, because that is not weather gathering — that is a claim being staked. A stormcrown is what wins when the sky argues with itself, and Saltspire sits in the best arguing ground on the coast.


Armor Class 17 (dense air shell)

Hit Points 300 (24d12 + 144)

Speed 30 ft., fly 90 ft.


STR
20 (+5)
DEX
20 (+5)
CON
22 (+6)
INT
11 (+0)
WIS
16 (+3)
CHA
14 (+2)

Saving Throws Con +11, Dex +10

Skills Perception +8

Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities exhaustion, poisoned, prone

Senses storm-sense 600 ft. (flying creatures only), passive Perception 18

Languages Primordial (Auran), thunder (understood within 300 ft.)

Challenge 15


Traits

Legendary Resistance (3/Day). If the stormcrown fails a saving throw, it can choose to succeed instead.

Lightning Body. A creature that touches the stormcrown or hits it with a melee attack while within 5 feet of it takes 9 (2d8) Lightning damage. Any effect that douses it with water suppresses this trait until the end of that effect's caster's next turn.

Regional Effect: The Claimed Sky. A stormcrown drags a permanent storm cell up to 6 miles wide around whatever it has claimed: driving rain, lightning-strike hazards, and ranged fire made unreliable past 30 feet. The cell breaks apart 24 hours after the stormcrown is destroyed.

Actions

Multiattack. The stormcrown makes three thunder lash attacks.

Thunder Lash. Melee Attack Roll: +10, reach 15 ft. Hit: 18 (3d8 + 5) Bludgeoning damage plus 7 (2d6) Lightning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Gale Slam (Recharge 5–6). The stormcrown gathers the wind around one point it can see within 60 feet and slams it down. Each creature in a 20-foot-radius sphere centred on that point must make a DC 18 Dexterity saving throw. On a failed save it takes 33 (6d10) Bludgeoning damage and is thrown 20 feet in a direction of the stormcrown's choosing and knocked prone. On a successful save it takes half as much damage and is neither thrown nor prone.

Eye of the Storm (1/Day). For 1 round the stormcrown becomes the calm centre of a killing wall of wind. Until the end of its next turn it is immune to all damage except cold and force, and each creature within 30 feet of it must make a DC 19 Constitution saving throw, taking 36 (8d8) Thunder damage and falling prone on a failed save, or half as much damage and no fall on a successful one.

Legendary Actions

The stormcrown can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The stormcrown regains spent legendary actions at the start of its turn.

Crack. Ranged Attack Roll: +10, range 120 ft. Hit: 13 (2d10 + 2) Lightning damage.

Updraft. The stormcrown or one creature it chooses rises or moves 30 feet through the air without provoking opportunity attacks.

Static Cling. One creature the stormcrown can see within 60 feet must succeed on a DC 18 Dexterity saving throw or move at half speed and lose its reactions until the end of its next turn.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022