
Original generation · R21 Media Group
Stormcrown
Huge elemental, chaotic neutral
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.