Living Spellstorm

A maelstrom of sentient magical chaos, the living spellstorm unleashes apocalyptic magic of staggering proportions. Formed from titanic magical conflicts, a spellstorm has no regard for the concerns of the material, raging against its own existence and the world around it. A typical living spellstorm is a swirling cloud of magic energy, thundering across the landscape while emitting prismatic magical radiation. Generations of magical scholars have attempted to explain the nature of the living spellstorms. Bards theorize the existence of a spellstorm comes from poorly performed magic on an epidemic scale. Clerics believe they are
messengers of the gods, sent to punish magic users for their hubris. Druids postulate that nature created these animus arcana to restore balance to an increasingly unnatural world. Sorcerers simply claim that it is the inherent chaos in all magic, a freak accident that cannot be understood. Wizards have no prevailing theory, instead discrediting competing perspectives and arguing endlessly over who is the closest to the truth.


LIVING SPELLSTORM

Gargantuan construct, unaligned


Armor Class 23 (natural armor)
Hit Points 787 (45d20 + 315)
Speed 90 ft. (hover)
STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 18 (+4) 30 (+10) 21 (+5)

Saving Throws Dex +11, Con +16, Int +13, Wis +19
Skills Arcana +22, Religion +13, Perception +19
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, stunned, restrained, unconscious
Senses blindsight 500 ft.
Languages
Challenge 29 (135,000 XP)


TRAITS

Immutable Form. The spell is immune to any spell or effect that would alter its form.

Mythic Resistance. When the storm fails a saving throw, it can expend an unspent legendary action to succeed instead.

Spellform. The storm’s body is made of pure magic. It can move through other creatures and objects as if they were difficult terrain. It takes 55 (10d10) force damage if it ends its turn inside an object. The first time a creature enters the storm’s space on a turn or ends its turn within the storm’s space, it must attempt a DC 27 Constitution saving throw, taking 33 (6d10) force damage on a failed saving throw, or half as much on a success.

Tempest of Magic. The storm is tremendously large and it typically occupies a 50 ft. by 50 ft. cube that is 20 ft. tall. The storm generates a perpetual maelstrom of magical energy in a 100 ft. radius sphere that is heavily obscured for all creatures other than the storm. Whenever a creature in the area attempts to cast a spell, it must first succeed on a DC 21 Intelligence (Arcana) or Intelligence (Religion) check (caster’s choice), or the spell fails and
any resources used to cast the spell are wasted.

Innate Spellcasting. The storm’s spellcasting ability is Wisdom (Spell save DC 27, +19 to hit on spell attacks). It can innately cast the following spells, requiring no material components or concentration to maintain a spell’s effects for its duration. If the range of the storms’ spells would be less than 100 ft., it is instead 100 ft.

  • At will: dispel magic(as an 8th level spell), chain lightning (as an 8th level spell), control weather, dimension door, planeshift
  • 3/day: meteor swarm, storm of vengeance, true polymorph

ACTIONS

Multiattack. The storm makes four arc lightning attacks at four different targets, or two arc lightning attacks at two different targets and takes one other action.

Arc Lightning. Melee or Ranged Spell Attack: +19 to hit, reach 5 ft. or range 500 ft., one target. Hit: 32 (4d10 + 10) lightning damage and 22 (4d10) force damage.

Cyclone (Recharge 6). A whirling magical cyclone descends from the storm’s body, up to 1 mile directly downward or until it encounters the ground. The cyclone is a 25 ft. radius cylinder and moves with the storm, lasting for 1 minute or until the storm becomes incapacitated. The cyclone sucks up any Huge or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

When a creature touches the area of the cyclone for the first time in a round, it must succeed on a DC 27 Strength saving throw or take 35 (10d6) bludgeoning damage, becomes restrained for as long as they remain within the cyclone, and drawn 100 ft. upward. On a successful save a creature takes half damage and is thrown from the cyclone’s area 100 ft. in a random direction.

Empower. The next time the storm would deal damage, it deals maximum damage. This benefit lasts until the end of the spellstorm’s next turn or until it next deals damage, whichever comes first.


LEGENDARY ACTIONS

The storm 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 storm regains spent legendary actions at the start of its turn.

Cast a Spell (Costs 2 Actions). The storm casts a spell with the casting time of an action.

Lightning Strike. The storm makes an Arc Lightning attack.


Ref: TPKB1 p29