Primordials
Primordials are considered to be one of the first creatures in all creation. Their very existence is believed to have established the very foundations of the elemental leylines throughout the multiverse.
Elemental Incarnations
A primordial can be best described as a nature incarnate. These creatures do not have concepts of good, evil, or morality but exist as a component of the foundational energies of the universe. They are drawn by massive concentrations of magical energy that they can convert in various elements to slowly territory to match their specific elemental affinity. Because of this many myths attribute the creation of many planes as a byproduct of these ancient primordials Many historical accounts describe ancient clashes between these great elemental titans whose aftermath created the continents, oceans, and other notable features of the Material Plane.
Despite their essential role to the creation of the universe, the arrival of a primordial spells doom to most living creatures due to the catastrophic wake of their elemental terraforming. Since their very existence poses a threat to life, many primordials have been placed in eternal slumber or banished to distant realms far out of reach.
Nimbus Primordial
Nimbus primordials are colossal elementals that resemble roiling thunderheads. These entities are able to channel both thunder and lightning magic to create massive storm fronts that can span for miles drenching affected regions in torrential rainfall and destructive whirlwinds. Due to the vast thunderstorms these elementals create, nimbus primordials typically attract swarms of air-based elementals that seek to find refuge and sustenance within their wake
Nimbus Primordial Goals
Thankfully, most nimbus primordials find their homes deep within the howling expanse of the Elemental Plane of Air where they can establish dominance over vast expanses of open skies with little interference from mortals. However, when they cross over into the Material Plane, whether by interplanar phenomena or arcane meddling, nimbus primordials can cause widespread destruction and loss. As they enter an alien environment, their first objective is to terraform the environment to one of their liking, which in its case is an eternal maelstrom or thunderstorm. As a result, the nearby area become shrouded in dark thunderclouds and shroud in perpetual rain and fog. To make matters worse, the nimbus primordial begins to open rifts within between the planes to allows elemental aether to accelerate the terraforming, as well as bring air elementals into the plane.
Battle Tactics
Battling a nimbus primordial is a tremendous undertaking as it is equivalent to fighting a thunderstorm. Due to their perpetual whirlwind, all forms of ranged attacks are all but ineffective as they powerful winds deflect or dampen all forms of projectiles and even spell effects. Unfortunately, close combat against these creatures can prove to be incredibly dangerous. Thanks to its cloudy form, the nimbus primordial can travel freely through any space with little difficulty while shrug off melee attacks. Due to the sheer power of its elemental essence, creatures trapped within its space are barraged with unforgiving winds and electrical bursts, and those who survive this onslaught are at risked at being flung about by high-speed winds. However, these passive effects pale in comparison to its true might thanks to its ability to fling lightning bolts and summon whirlwinds at will. Because of their sheer might, many heroes of the past have simply resorted to imprisoning or banishing these creatures as truly defeating them is near impossible and can have devastating consequences in their aftermath.
Nimbus Primordial
Gargantuan Elemental, chaotic neutral
- Armor Class 15 (Natural Armor)
- Hit Points 420(24d20+168)
- Speed 0ft., fly 120ft. (hover)
STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 24(+7) 6 (-2) 15 (+2) 21 (+5)
- Saving Throws Dex +13, Con +15, Cha +13
- Skills Perception +10
- Damage Resistances Cold; bludgeoning, piercing, and slashing damage from non-magical attacks
- Damage Immunities Lightning, Thunder; Poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60ft., passive Perception 20
- Languages Auran, Primordial
- Proficiency Bonus +8 Challenge 27 (105000 xp)
Cloud Form The nimbus primordial can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. This area is considered to be
Elemental Nature The nimbus primordial doesn't require air, food, drink, or sleep
Legendary Resistance(3/day) If the nimbus priomordial fails a saving throw, it can choose to succeed. On a success, the nimbus primordial can reroll a d6 to regain its Whirlwind on a 5-6.
Perpetual Storm The nimbus primordial constantly gives off the effects of the Control Weather spell as long as it is not incapacitated. It can change one of these spells as an action.
Siege Monster The nimbus primordial can deal double damage to buildings and objects.
Stormy Essence The nimbus primordial's space is considered to be difficult terrain and heavily obscured. Creatures that enters this area for the first time on a turn or starts its turn there takes 11 (2d10) thunder damage is deafened until the end of its next turn. If a creature ends its turn in this area, it takes 9(2d8) lightning damage and cannot take reactions until the end of its next turn.
Storm Sight The nimbus primordial's vision is not obscured by fog, rainfall, or snowfall.
Swirling Winds Ranged attacks have disadvantage against the nimbus primordial. On a hit, the ranged attack deals half damage.
Thunderous Demise When the nimbus primordial is reduced to 0 hitpoints, creatures in a 60ft. radius must succeed a DC 22 Constitution saving throw or take 33(6d10) thunder damage and is deafened for the next hour. This explosion emits a thunderous burst that can clearly be heard from 1 mile away.
Wind Strider The nimbus primordial can travel through difficult terrain caused by strong winds without needing to make an ability check
Innate Spellcasting
The nimbus primordial's innate spellcasting ability is Constitution (spell save DC 22). It can innately cast the following spells, requiring no components:
- At Will Dust Devil, Control Winds, Lightning Bolt, Wind Wall
- 3/day each Chain Lightning, Whirlwind
- 1/day Storm of Vengeance
Actions
Multiattack The Nimbus Primordial can cast a spell and make two attacks with its choice of any combination of a Thunderous Slam or Nimbus Bolt.
Thunderous Slam. Melee Weapon Attack: +15 to hit, 30ft., one target. Hit 29 (4d10+7) thunder damage +18(4d8) lightning damage. On a hit, the target must succeed a DC 23 Strength saving throw or be pushed back 10ft. and knocked prone. This attacks gives off a thunderous burst that can be heard in a 300ft. radius. Creatures within 10ft. of the target are automatically deafened until the end of its next turn.
Nimbus Bolt. Ranged Weapon Attack: +14 to hit, 600ft., one target. Hit 43 (8d8+7) lightning damage. On a hit, the target and creatures within 10ft. of it must succeed a DC 22 Constitution saving throw or become paralyzed until the end of its next turn.
Whirlwind(Recharge 5-6) Creatures in a 30ft. radius, 300ft. high cylinder centered around the Nimbus Primordial must succeed a DC 23 Strength saving throw or be sucked up into the Whirlwind. Large or smaller objects that are not secured, worn, or carried are automatically sucked up as well.
On a failed saving throw, the target takes 44 (8d10) thunder damage and is flung 120ft. away from the Primordial in a random direction and knocked prone. If a thrown target strikes an object such as a wall or floor, the target takes 3(1d6) bludgeoning damage for every 10ft. it was thrown.
If the target is thrown at another creature, the creature must succeed a DC 23 Dexterity saving throw or take the same damage being knocked prone. If the saving throw is successful, the target takes half damage and isn't flung away or knocked prone.
Summon Elemental(3/day) The nimbus primordial can summon 3(1d6) air elementals in an unoccupied space within 60ft. of it. These elementals are considered allies, acting on initiative count 20 (losing all ties).
Bonus Actions
Cloud Camouflage The Nimbus Primordial can use its bonus action to Hide while lightly obscured by ample cloud cover.
Storm Front The Nimbus Primordial can force creature in a 60ft. cone to make a DC 23 Strength saving throw or be knocked prone and pushed or pulled 30ft. away or towards the Nimbus Primordial.
Legendary Actions
The nimbus primordial 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 nimbus primordial regains spent legendary actions at the start of its turn.
Storm Glide The nimbus primordial can move up to half its movement speed to a spot that it can see within range.
Attack(Costs 2 actions) The nimbus primordial can make an attack with either its Thunderous Slam or its Nimbus Bolt.
Roiling Storm (Costs 2 actions) The nimbus primordial can reroll a d6s to regain its Whirlwind on a 5-6.
Tempest Magic(Costs 2 actions) The nimbus primordial can cast a spell of its choice
Tempest Gale(Costs 2 actions) The nimbus primordial can use its Storm Front ability
Resilience(Costs 3 actions) The nimbue primordial can end one spell effect or condition on itself.
Primordial Effects
On initiative count 20 (losing initiative ties), the nimbus primordial can use a Primordial Effect. The Nimbus Primordial can't use the same effect two rounds in a row.
A dense fog shrouds a 60ft. cube centered around a point within 120ft. of the Nimbus Primordial. This cloud heavily obscures vision and lasts until initiative count 20 of the next round.
The nimbus primordial lets off a discharge of electrical energy. All creatures within a 60ft. range of the Nimbus Primordial must succeed a DC 23 Constitution saving throw or suffer vulnerability to lightning damage until the end of its next turn.
The nimbus primordial unleashes a torrent of thunderous shockwaves. Creatures within a 60ft. range around the nimbus primordial must succeed a DC 23 Constitution saving throw or be knocked prone and deafened until the end of its next turn.
Regional Effects
The region containing a nimbus primordial is warped by its elemental magic, which creates one or more of the following effects:
- An area within 6 miles is perpetually covered with rainclouds. Any source of natural bright light is considered dim light and dim light is considered nonmagical darkness. All forms of natural light is no long considered sunlight.
- While within 6 miles of the nimbus primordial, a creature's vision is limited to 60ft. Beyond that range, their vision is considered to be heavily obscured by fog or rainfall
- Booming thunderclaps can hear repeatedly occuring every 5(1d10) minutes. This thunderclaps can be clearly heard in a 1 mile radius.
- Ominous vortex clouds appear within 6 miles of the nimbus primordial that form portals to the Elemental Plane of Air, allowing creatures of elemental air into the world to dwell nearby
If the nimbus primordial dies, these effects fade over the course of 1d10 days.