Tempest Behemoth
“Unleash chaos with the Tempest Behemoth: a colossal storm-wielding beast that strikes fear into the hearts of all who dare to challenge it!”

The Tempest Behemoth is a breathtakingly enormous creature, towering over most landscapes. With a wingspan that stretches nearly 100 feet, its three pairs of massive wings shimmer with an iridescent sheen, resembling storm clouds illuminated by flashes of lightning. Its plumage ranges from deep charcoal to stormy blues, blending seamlessly with the sky during tempestuous weather.
The behemoth’s body is built like a titan, with powerful muscles rippling beneath its tough, scaled hide. Its head resembles that of a predatory bird, complete with a fierce, hooked beak, piercing yellow eyes that gleam with intelligence, and razor-sharp feathers that can be launched as deadly projectiles. Each talon is a deadly weapon, curving menacingly as they extend from its feet, ready to snatch prey from the ground.
Behavior
Tempest Behemoths are solitary creatures, exuding a serene yet menacing presence in their surroundings. They are drawn to areas experiencing severe weather or turmoil, often circling high above before descending with the grace of a predatory bird. When hunting, they exhibit a cunning intelligence, using their control over the winds to create chaos and disorient their foes. In combat, they are relentless, using their massive wings to create devastating gusts that can knock enemies off their feet, while snatching up targets to be hurled into the air before crashing them down. Despite their overwhelming power, they remain calm and deliberate, exhibiting an almost regal demeanor.
Habitat
Tempest Behemoths thrive in the upper reaches of the atmosphere, often residing in areas where storms brew and lightning dances across the sky. They prefer lofty mountain ranges, turbulent coasts, and regions prone to extreme weather, where they can utilize the natural chaos to their advantage. Their nests, typically built on the highest peaks or within storm clouds, are constructed from the remnants of previous victims and debris swept up by their powerful winds, making them almost invisible against the tempestuous backdrop.
Modus Operandi
A Tempest Behemoth’s modus operandi is defined by its manipulation of weather patterns and overwhelming force. It can generate hurricane-force winds, sending gusts in multiple directions to scatter foes and create panic. In battle, it employs a combination of aerial assaults, utilizing its scales as deadly ranged weapons while swooping down to unleash powerful melee attacks with its beak and talons. The behemoth often follows a tactic of striking swiftly and retreating into the skies, only to return when its enemies are most vulnerable. Additionally, it can summon storms to cover its approach, using the chaos of thunder and lightning to mask its deadly intentions.
Motivation
Motivated by a sense of divine retribution, Tempest Behemoths are often summoned to enact punishment on civilizations that have wronged higher powers or to quell insurrections against the divine order. They embody the fury of nature and are seen as agents of chaos sent to maintain balance in the world. While they may seem to act on instinct, their behavior is also influenced by the will of the forces that created them, driven to remind mortals of their insignificance against the might of the natural world. Ultimately, their actions are a mix of a primal hunger for destruction and a deep-seated purpose to enforce cosmic justice, making them both feared adversaries and awe-inspiring manifestations of nature’s wrath.
Tempest Behemoth 5e
Tempest Behemoth Pathfinder
Tempest Behemoth

Gargantuan magical beast (air), neutral
Challenge Rating: 22 (41,000 XP)
Statistics
- Armor Class: 20 (Natural Armor)
- Hit Points: 510 (30d20 + 240)
- Speed: 50 ft., fly 120 ft. (hover)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
34 (+12) | 20 (+5) | 26 (+8) | 3 (-4) | 18 (+4) | 16 (+3) |
Saving Throws
- Dexterity: +12
- Constitution: +16
- Wisdom: +11
Skills
- Perception: +19
- Survival: +11
- Stealth: +9 (advantage in stormy conditions)
Damage Resistances
- Bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
- Lightning, thunder, and poison
Condition Immunities
- Charmed, deafened, frightened, paralyzed, poisoned
Senses
- Blindsight: 120 ft. (blind beyond this radius)
- Darkvision: 120 ft.
- Passive Perception: 29
Languages
- Understands Auran but cannot speak
Traits
Legendary Resistance (3/Day)
If the Tempest Behemoth fails a saving throw, it can choose to succeed instead.
Magic Resistance
The Tempest Behemoth has advantage on saving throws against spells and other magical effects.
Stormcaller
As a bonus action, the Tempest Behemoth can summon a Tempest (similar to the control weather spell) that lasts for 1 hour. The behemoth can generate thunder and lightning effects within this area.
Gale Force
As a reaction, the Tempest Behemoth can create strong winds in a 60-foot cone. Each creature in that area must succeed on a DC 22 Strength saving throw or be pushed 30 feet away and knocked prone. On a successful save, creatures take 3d8 bludgeoning damage instead and are not pushed.
Regeneration
The Tempest Behemoth regains 20 hit points at the start of its turn if it has at least 1 hit point.
Actions
Multiattack
The Tempest Behemoth makes three attacks: one with its bite and two with its talons.
- Bite:
- Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
- Hit: 4d10 + 12 piercing damage plus 3d6 lightning damage.
- Talons:
- Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
- Hit: 4d8 + 12 slashing damage plus 3d6 thunder damage.
Lightning Bolt (Recharge 5-6)
The Tempest Behemoth unleashes a bolt of lightning in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 24 Dexterity saving throw, taking 14d6 lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The Tempest Behemoth 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 Tempest Behemoth regains spent legendary actions at the start of its turn.
- Wing Attack: The Tempest Behemoth beats its wings. Each creature within 15 feet must succeed on a DC 22 Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone.
- Thunderous Roar (Costs 2 Actions): The Tempest Behemoth lets out a deafening roar. Each creature within 60 feet that can hear it must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn.
- Cast Spell (Costs 3 Actions): The Tempest Behemoth can cast the spell storm of vengeance (as a 9th-level spell).
Regional Effects
The region surrounding a Tempest Behemoth’s lair is affected by the following effects:
- Stormy Weather: The weather in a 1-mile radius becomes stormy, with heavy rain, strong winds, and frequent lightning strikes. The area is difficult terrain.
- Electrical Terrain: The ground in the area is charged with static electricity. Any creature that starts its turn in the area takes 2d6 lightning damage.
- Wild Magic: Spells cast in the area have a 10% chance of causing wild magic effects (as determined by the Wild Magic Surge table).
Lore and Role
The Tempest Behemoth is a living embodiment of nature’s fury and serves as a harbinger of storms and destruction. It roams the skies, often appearing in regions afflicted by drought or natural disasters, restoring balance through chaotic storms and devastation. Revered and feared by locals, tales of the behemoth’s wrath are passed down through generations.
Strengths and Weaknesses
- Strengths:
- Exceptional mobility and control over the battlefield with its wing attacks and storm abilities.
- High damage output with both melee and ranged attacks.
- Legendary resistance makes it difficult to control or incapacitate.
- Weaknesses:
- Vulnerable to magic effects that counter storms or lightning.
- Low intelligence means it may be outsmarted in strategic situations.
Tempest Behemoth

Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets. A tempest behemoth’s divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being.
As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-flung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground.
The advent of a tempest behemoth is generally presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate – ironically encouraging victims to emerge into the open just as the behemoth strikes.
Tempest Behemoth CR 22 |
XP 614,400 N Colossal magical beast (air, behemoth) Init +9; Senses Blindsense 60 ft., Darkvision 60 ft.; Perception +31 |
DEFENSE |
AC 40, touch 8, flat-footed 34 (+5 Dexterity, +1 dodge, +32 natural, -8 size) hp 445 (33d10+264); regeneration 20 Fort +26, Ref +23, Will +16 Defensive Abilities unstoppable; DR 15/epic; Immune ability damage, aging, bleed, disease, electricity, energy drain, fire, mind-affecting effects, negative levels, Paralysis, permanent wounds, petrification, poison, polymorph; SR 33 Weaknesses vulnerable to miracles and wishes |
OFFENSE |
Speed 40 ft., Fly 200 ft. (good) Melee bite +41 (4d6+16/19-20 plus bleed), 2 talons +41* (2d8+16 plus bleed), wings +36 (8d8+8) Ranged 6 scales +31 (1d10+16/19-20 plus bleed) Space 30 ft.; Reach 30 ft. Special Attacks bleed (2d6), gale, ruinous, thunderbolt Spell-Like Abilities (CL 20th; Concentration +22) 3/day – storm of vengeance (DC 21) |
STATISTICS |
Strength 43, Dexterity 21, Constitution 26, Intelligence 3, Wisdom 16, Charisma 14 Base Atk +33; CMB +57; CMD 73 Feats Combat Reflexes, Dodge, Flyby Attack, Greater Vital Strike, Hover, Improved Critical (feathers*), Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Stance, Mobility, Power Attack, Snatch, Vital Strike, Weapon Focus (feathers*), Wind Stance Skills Fly +29, Perception +31, Stealth -7, Survival +15; Racial Modifiers +20 Fly, +10 Perception Language Aklo (cannot speak) |
SPECIAL ABILITIES |
Gale (Su) A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet. Scales (Ex) A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action. Thunderbolt (Su) As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line (DC 34 Reflex save halves damage and negates deafness). The save DC is Constitution-based. |
ECOLOGY |
Environment any air Organization solitary or pair Treasure none |
Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.