Divine Avatar of Storms

by Sonixerse

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Divine Aspect of Storms

Storm gods represent the duality of nature. Depending on the realm, these gods can be associated with the gentler attributes of nature such as rain, harvest, the sea, or the air. They also have been known to represent the destructive side of nature as well and can be associated with storms, tsunamis, and cataclysms. Because of this interesting dynamic, many worshipers typically maintain both a sense of reverence and fear for these entities.

Nature's Balance

In many realms, storm gods believe that their duty to control nature is essential for the development of the realm. Just as bountiful rains and friendly winds are beneficial for crops and travel; these gods also believe that terrible storms and other natural disasters are necessary for preserving the elemental balance of the realm.

Elemental Guardians

Due to their connection with nature and the elements, storm gods also have a duty to preserve balance among the Material Plane as well as the Elemental Plane Air and Water. In fact, it is believed that many storm gods actually created krakens and similar titans to guard these secret thresholds in order to deter elemental threats as well as discourage ignorant mortals from interacting with the primordial powers from beyond. These gods typically share this responsibility with gods who claim the domains of earth and fire as well.

Favor of the Storm

Unlike many other deities, storm gods rarely establish a personal connection, even to their devoted champions or priests. Instead, these gods tend to impart their will through signs of nature. This can take the form of a gentle breeze when one earns their favor or distant rumblings of thunder when their anger is kindled.

Godstorms

Across the planes, there are legends of cataclysmic storms that have ravaged nations, decimated armies, or sunk even entire continents. Many scholars believe that these were not merely storms, but a divine avatar of a storm god. Although storm gods typically interact with mortal kind through changes in the weather or minions such as a kraken, they have been known to directly intervene on the Material Plane through a godstorm. The godstorms have been known to take a variety of forms such as an ominous thunderstorm or colossal figure rising from the wake of a tsunami. Godstorms also have been known to make appear during massive incursions from the Elemental Planes, especially when the presence of a primordial titan is detected.

Battle Tactics

Facing a divine aspect of storms is akin to fighting a hurricane or tsunami. These entities are perpetually surrounded by raging winds that make it next to impossible to fully confront these entities. They also a variety of attacks at their disposal as they are able to forge weapons made out of thunderous bolts of lightning to smite their enemies. In addition to these devastating attacks, these avatars are able to alter the weather at will, generating terrible storms and disasters in a matter of seconds.



Aspect of Storms

Gargantuan Celestial, varies


  • Armor Class 25 (Natural Armor)
  • Hit Points 615(30d20+300)
  • Speed 60ft., 60ft. swim, 120ft. fly

STR DEX CON INT WIS CHA
30 (+10) 21 (+5) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

  • Saving Throws Str+19, Dex +12, Con +19, Int +19, Wis +19, Cha +19
  • Skills Insight +19, Intimidation +19, Perception +19, Religion +19
  • Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks
  • Damage Immunities lightning, necrotic, radiant, thunder
  • Condition Immunities blinded, charmed, frightened, exhausted, paralyzed, poisoned, stunned, unconscious
  • Senses truesight 300ft., passive Perception 29
  • Languages all, telepathy 300ft.
  • Proficiency Bonus +9 Challenge 30(165000)

Divine Nature The Aspect of Storms does not require air, food, or drink.

Divine Flight The Aspect of Storms can travel through difficult terrain caused by strong winds without needing to make an ability check or expend additional movement

Divine Storm Creatures of the Aspect of Storms' choice must treat the area within 60ft. of the Aspect of Storms as difficult terrain. Creatures within range of this aura are considered deafened by the swirling winds. At the start of each of its turns, creatures within range must succeed a DC 28 Strength saving throw or be pushed back 10ft. and knocked prone.

Divine Weapon The Aspect of Storms’ weapon attacks are magical for the purpose of overcoming resistance and immunity.

Divine Soul When the Aspect of Storms is reduced to 0 hitpoints, it can make a Charisma saving throw equal to half the damage dealt. On a successful saving throw, the Aspect of Storms only drops to 1 hitpoint instead.

Legendary Resistance(5/day) If the Aspect of Storms fails a saving throw, it can choose to succeed. Upon using this feature, the Aspect of Storms can cast a spell of its choice

Magic Resistance The Aspect of Storms has advantage on saving throws against spells and other magical effects.

Mortal Turning Any creature of the Aspect of Storms’ choice that starts its turn within 60ft. of the Aspect of Storms must succeed a DC 28 Charisma saving throw. On a failed saving throw, the target is turned until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of Storms’ Mortal Turning for the next 24 hours.

Rejuvenation If the Aspect of Storms is destroyed, it returns to life regaining all its hitpoints in 5(1d10) days unless the god's true form is destroyed in its domain.

Tempest Shield Ranged attacks have disadvantage against the Aspect of Storms.

Spellcasting

The Aspect of Storms’ spellcasting ability is Charisma (spell save DC 28), The Aspect of Storms can innately cast the following spells

At Will Control Weather, Chain Lightning, Maelstrom, Plane Shift, Teleport, Whirlwind

3/day Earthquake, Storm of Vengeance, Tsunami

Actions

Multiattack. The Aspect of Storms can cast a spell and make two attacks with its Storm Hammer or Storm Spear.

Storm Hammer. Melee Weapon Attack: +19 to hit, 30ft. reach, one target. Hit 42(5d12+10) lightning+ 32(5d12) thunder damage. On a hit, the target must succeed a DC 28 Strength saving throw or be knocked prone. Creatures within 10ft. of the target takes 27(5d10) thunder damage as well.

Storm Spear Ranged Weapon Attack: +15 to hit, 600ft. range, one target. Hit 37(5d12+5) lightning damage +32(5d12) thunder damage. If this attack hits a creature in metallic armor, it can do so with advantage. Any creature within 10ft. of the target takes 27(5d10) lightning damage.

Godstorm(Recharge 5-6) The Aspect of Storms unleashes a divine storm. Creature in a 60ft. radius must succeed a DC 28 Constitution saving throw. On a failed saving throw, the target takes 45(10d8) lightning + 45(10d8) thunder damage and are paralyzed for one minute. On a successful saving throw, creatures take half damage and are not paralyzed. Paralyzed creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.

Bonus Actions

Storm Blink The Aspect of Storms can teleport up to 60ft. to a spot that it can see within range. Creatures within a 30ft. range must succeed a DC 28 Constitution saving throw or it cannot take reactions until the end of its next turn.



Legendary Actions

The Aspect of Storms can take 5 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 Aspect of Storms regains spent legendary actions at the start of its turn. Stormy Blink (1 action) The Aspect of Storms can use its Storm Blink.

Attack(2 actions) The Aspect of Storms can make an Attack with its Storm Hammer or Storm Spear

Spell(2 actions) the Aspect of Storms can cast a spell of its choice.

Tempest Breath(2 actions) Creatures in a 30ft. cone centered on the Aspect of Storms must succeed a DC 28 Strength saving throw or be pushed back 20ft. and knocked prone

Divine Resilience(3 actions) The Aspect of Storms can end one status condition of spell effect on itself.

Divine Actions

On initiative count 20 (losing initiative ties), the Aspect of Storms can take a Divine Action to cause one of the following effects; the Aspect of Storms can’t use the same effect two rounds in a row:

  • Storm's Calling The Aspect of Storms can summon 3(1d6) Air Elemental in an unoccupied space within 60ft. of it. These creatures are considered allies of the Aspect of Storms and act on initiative count 20 (losing all ties).

  • Fog Shroud The Aspect of Storms can cover an area that covers a 60ft. radius around a spot that it can see within range. This area is considered to be heavily obscured and creatures within range are considered deafened.

  • Storm Surge Creatures within a 60ft. radius of the Aspect of Storms must succeed a DC 28 Constitution saving throw or suffer vulnerability to lightning damage until the end of its next turn.

Regional Effects

The region near an Aspect of Storms is warped by its divine magic, which creates one or more of the following effects:

  • The Aspect of Storms creates a perpetual thunderstorm that blots out the sun in a 6-mile radius around the Aspect of Storms. All sources of natural light are considered dim light and are not considered sunlight.
  • Within 6 miles of its presence, the Aspect of Storms creates perpetually rainfall that causes the visibility in the surrounding area to be heavily obscured.
  • All air elementals within a 6-mile radius of the Aspect of Storms with an Intelligence below a 6 immediately fall under the control of the Aspect of Storms.

If the Aspect of Storms dies, these effects fade over the course of 5(1d10) days.

 

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