Tempest Quadrant

Sailors once told of four-fingered hands of lightning that would snatch ships like driftwood. Ancient storm-priests carved sigils to placate such entities, and some rites can bind a single tentacle to a totem for a season.

GargantuanElemental(Elemental)CR 15Neutral

Tempest Quadrant

lightningelementalarcstormgargantuan
HP230AC18SPD30 ft., fly 60 ft. (hover)CR15 (13,000 XP)PerceptionAthleticsIntimidation
STR
24
save
DEX
16
save
CON
20
save
INT
10
save
WIS
16
save
CHA
14
save
Conductive Form. The Colossus is made of living electricity. It occupies no physical space in the normal sense; objects that would pass through it take half damage from its attacks, and nonmagical physical attacks have disadvantage unless the attacker is using metal or a conductor.
Stormfeeding. When the Colossus would be dealt lightning or thunder damage it takes half that damage instead and regains hit points equal to the damage it would have taken.
Stormborne Renewal. If the Colossus starts its turn within a thunderstorm or adjacent to a standing lightning strike it regains 15 hit points and its Storm Pulse recharges.
Grasp of the Tempest. The Colossus can attempt to grapple a creature it hits with a Titanic Lightning Tentacle. The grappled creature is restrained and takes ongoing lightning damage. A creature can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check.
Elemental Priority. Magic that would cast fire, water, or earth on the Colossus is half as effective; magic that channels lightning is empowered.
Titanic Lightning Tentacle. Melee Weapon Attack: to hit, reach 30 ft., one target. Hit: bludgeoning damage plus lightning damage. If the target is Large or smaller and fails a Strength saving throw, it is restrained by a coiling tentacle until it or the tentacle ends the condition. A creature restrained in this way takes an additional lightning damage at the start of each of the tentacle's turns. The tentacle can only restrain one creature at a time.
Thunderous Sweep. The Colossus sweeps two tentacles in a wide arc. Melee Weapon Attack: to hit, reach 30 ft., all creatures in a 60-foot cone that the tentacles sweep into. Hit: bludgeoning damage plus lightning damage, and each creature must succeed on a Dexterity saving throw or be knocked prone and stunned until the end of its next turn as crackling energy rewires its muscles.
Bolt Lance. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: lightning damage and the target's metal equipment becomes magnetized for 1 minute, reducing its AC by 2 if the equipment is worn or wielded. A creature wearing metal armor takes the damage with no spellcasting save.
Storm Pulse (Recharge 5-6). The Colossus releases a pulsing field of electrical energy. Each creature of its choice within 60 feet that can see the Colossus and is not behind total cover must make a Constitution saving throw. On a failed save a creature takes lightning damage and is stunned until the end of its next turn. On a success it takes half as much damage and is not stunned. Constructs and creatures with immunity to lightning automatically succeed on the save.
Electroshield. Electroshield. When struck by a melee attack the Colossus can force the attacker to make a Dexterity saving throw. On a failure the attacker takes lightning damage and the attack misses. On a success the attack proceeds as normal.
Lightning Step. Lightning Step. The Colossus teleports up to 30 feet to an unoccupied space it can see. It may then make one Titanic Lightning Tentacle attack.
Conductive Pulse (Costs 2 Actions). Conductive Pulse. A creature the Colossus can see within 60 feet must succeed on a Constitution saving throw or take lightning damage and have disadvantage on its next attack roll.
Arc Overload (Costs 3 Actions). Arc Overload. The Colossus forces all creatures of its choice within 20 feet to make a Dexterity save or take lightning damage and be stunned until the end of their next turn.
Cantrips
Innate StormcastingEvocation The Colossus can innately cast the following spells, requiring no material components. Charisma is its spellcasting ability (spell save DC 18, +10 to hit with spell attacks). At will: gust of wind, thunderwave. 3/day each: call lightning, lightning bolt. 1/day: control weather.
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