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Destiny TempestCreature 13


MediumAirElemental
Source Pathfinder Monster Core 2
Perception +26 (greater darkvision)
Languages Sussuran, Cant Speak Any Language, Telepathy 100, Truespeech
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; Reflex +24; Will +26;
HP 230
Speed 25 feet (fly 60 feet)
Immunities bleed, paralyzed, poison, sleep
Weaknesses Force 10, Spirit 10

Slithering Whisper One Action +25 (+20, +15) to hit (air, finesse, magical) 2d8+10 Bludgeoning + 1d8 Mental

Telepathy 100 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Center of Destiny Reaction (teleportation)

Trigger A creature within 30 feet benefits from a fortune effect


Effect Shadows surround and steal away the destiny tempest, who reappears in an open space adjacent to the triggering creature.

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 Two Actions (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.


Occult Innate Spells (DC 33, +25 to hit)

Cantrips (7th Level): Detect Magic, Figment
2nd Level: Darkness
5th Level: Subconscious Suggestion, Truespeech (Constant)
6th Level: Never Mind


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Air

Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.

Elemental

Creatures directly tied to an element and native to the elemental planes. Elementals don't need to breathe.