Demon, Hala, Tempest Devourer of Crops and Sunlight
“Hala: The storm-born fiend who devours sunlight, shatters harvests, and turns the skies into a living nightmare.”

The Hala is a legendary storm-born fiend of Slavic myth, a colossal air spirit who manifests as a swirling hurricane or dragon-like tempest. Feared as the devourer of sunlight and the destroyer of harvests, she rides whirlwinds, hurls lightning, and haunts regions prone to storms, leaving devastation in her wake. Mortals worship, flee from, or seek to outwit her, but few survive a full encounter with her wrath.
- Pantheon: Abyssal Court of Chaos; occasionally acknowledged among the Lost Storm Gods of the Old World
- Deity Title: The Tempest Queen, Devourer of the Sun, The Maw in the Sky, Lady of the Howling Storm
- Deity Symbol: A black spiral consuming a silver sun; sometimes depicted as a coiled serpent made of stormclouds encircling a disc of light
- Home Plane: The Cyclone Maw — a roving storm-realm adrift in the Abyss, where sky and sea are one endless tempest
- Deity Level: Demon Lord-Tier Entity / Quasi-Deity (CR 32 Equivalent)
- Alignment: Chaotic Evil
- Aliases: The Cloud Eater, Mother of Hail, The Weeping Sky, The Howling Hunger
- Superior: None — Hala acknowledges no master; occasionally rivals or defies the will of greater Abyssal powers such as Demogorgon or Pazuzu
- Traditional Allies: Pazuzu (uneasy ally), Kostchtchie (ally of convenience against frost gods), elemental princes of air and water in moments of shared chaos
- Traditional Foes: Perun and Talos (storm deities of order), Yan-C-Bin (Evil Prince of Air), Ogremoch (Archomental of Earth), clerics of nature and harvest deities
- Divine Artifact: The Thunderheart Sickle — a jagged crescent of obsidian lightning that can slice through weather itself, capable of sundering sunlight and calling down cataclysmic storms.
- Servants: Tempestrix (storm harpies), Stormborn Mariliths, drowned oracles, corrupted air elementals, and living thunder spirits born from her breath
- Servitor Creatures: Air elementals, harpies, vrocks, mariliths, krakens, storm giants turned fiendish
- Sacred Animal: Raven (messenger of storms), eel, and serpent
- Manifestations: Towering woman of cloud and lightning; colossal storm-dragon silhouette within thunderheads; or a spinning vortex of wind and flame that speaks in rolling thunder
- Signs of Favor:
- Sudden rainfall amid drought
- Whispers in thunderclaps
- Eyes flashing blue-white for an instant
- Dreams of black waves swallowing sunlight
- Worshipers: Sailors, desperate farmers, tempest cultists, storm sorcerers, drowned prophets, and mortals who seek power through destruction and rebirth
- Cleric Alignments: CE, CN, NE
- Specialty Priests: Stormcallers, Cloudborn, Weepers of the Maw — clerics who channel destructive weather and invoke tempests as divine renewal.
- Holy Days: The Eclipse Tide — when the sun is darkened, followers perform rites to “feed” Hala the light of the world; The Breaking Storm, a mid-summer sacrifice calling her rain.
- Portfolio: Storms, Destruction, Renewal, Chaos, Envy, Rain, Ruin, and Hunger
- Domains: Tempest, Chaos, Evil, Destruction, Weather, Darkness
- Favored Weapon: Sickle or Scythe (symbolizing both harvest and devastation)
- Favored Class: Cleric, Sorcerer (Storm or Abyssal Bloodline), Warlock (Fiend or Tempest Patron)
- Favored Race: Tieflings, half-elementals, sea elves, air genasi, and mortals born under violent storms
- Duties of the Priesthood:
- Honor the storm as truth incarnate — never resist change, only shape it through destruction.
- Bring offerings during thunder to appease her hunger.
- Spread fear and respect for the tempest; remind mortals of their smallness beneath the sky.
- Destroy false idols of stability — burn, drown, and scatter that which claims permanence.
- Major Cult/Temple Sites:
- The Shattered Spire — a broken tower on a coastal cliff where lightning eternally strikes.
- The Weeping Maw — a drowned city beneath an inland sea, said to echo with her voice.
- The Windflame Plateau — a high mountain shrine where her cult communes with living storms.
- Benefits:
- Weather immunity (resistance to lightning, thunder, and wind)
- Ability to conjure storm elementals and control local weather
- Blessing of Renewal — destruction wrought in her name may restore vitality or fertility afterward
- Visions during storms, prophetic dreams before great change or calamity
- Significant Others: None known; mythic texts speak of an ancient consort—either a slain storm god or the abyssal wind herself, devoured when she ascended to lordship.
Appearance
The Hala is a towering, serpentine tempest, her body composed of churning stormclouds, mist, and shadow, with jagged scales like fractured lightning. She has wings of roiling thunderheads, eyes flashing blue-white like lightning, and a maw rimmed with ice-crystal fangs. She can also assume a human-like form: an alabaster-skinned woman with hair that streams like stormclouds and eyes that spark like lightning, an unsettling visage that belies her true destructive nature.
Behaviour
Hala is cunning, relentless, and chaotic, delighting in destruction and sowing fear before striking. She stalks her prey from stormfronts, appearing suddenly as a cyclone or descending as a lightning-wreathed dragon. Her intelligence allows her to manipulate weather strategically, creating traps or ambushes from the skies. Despite her ferocity, she is patient, often circling for days before unleashing the full force of her wrath.
Habitat
Hala inhabits high mountains, storm-tossed plains, and regions prone to violent weather, emerging especially during late summer when crops ripen. She is sometimes seen coalescing within tempests, tornadoes, and thunderclouds, her presence signaled by unusual lightning, sudden hail, or unexplained whirlwinds.
Modus Operandi
The Hala attacks with aerial dominance and elemental fury, summoning cyclones, hurling lightning bolts, and using tornados or heavy hail to scatter and incapacitate her enemies. She preys on livestock, crops, and mortals alike, striking quickly and vanishing into clouds or storms. She is a master of ambush and psychological terror, using the roar of thunder and the flash of lightning to unnerve and disorient foes.
Motivation
Hala is driven by hunger, jealousy, and chaos. She seeks to consume vitality, harvests, and light, asserting the supremacy of storms and nature’s destructive power. Her goals are not mindless; she embodies the wild, unpredictable fury of the natural world, punishing mortals who presume to control or ignore the elemental forces around them.
Hala 5e 2024
Halarin 5e 2024
Hala, Pathfinder (Mythic)
Hala Pathfinder
Hala, Demon Lady of the Devouring Tempest

Huge Fiend (Air, Demon), Chaotic Evil
Armor Class: 26 (Storm Carapace)
Hit Points: 670 (30d20 + 330)
Speed: 50 ft., fly 150 ft. (hover), swim 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 25 (+7) | 30 (+10) | 22 (+6) | 24 (+7) | 28 (+9) |
Saving Throws: Dex +17, Con +20, Wis +17, Cha +19
Skills: Perception +17, Arcana +16, Intimidation +19, Nature +16
Damage Resistances: Fire, Acid; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Lightning, Thunder, Cold
Condition Immunities: Prone, Stunned, Exhaustion
Senses: Truesight 120 ft., Passive Perception 27
Languages: Abyssal, Celestial, Primordial, Telepathy 120 ft.
Challenge: 32 (CR 32)
Innate Spellcasting.
Hala’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At will: Lightning Bolt (1 action), Gust of Wind (1 action), Call Lightning (1 action)
- 3/day each: Control Weather (10 minutes), Chain Lightning (1 action), Storm of Vengeance (1 action)
- 1/day each: Horrid Wilting (1 action), Sunburst (1 action), Tsunami (1 minute), Destructive Wave (1 action), Investiture of Wind (1 action)
- Optional / Legendary Only: Earthquake (1 action), Meteor Swarm (1 action), Plane Shift (Self Only) (1 action)
Hala favors ranged storm spells to harass enemies before moving into melee, and she combines her legendary and lair actions with spells for battlefield control.
Legendary Resistance (3/Day).
If Hala fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Hala makes three attacks: one with Storm Maw Bite and two Tempest Claw attacks, or uses a spell attack instead of one weapon attack.
Storm Maw Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 38 (4d12 + 10) piercing damage plus 18 (4d8) lightning damage.
Tempest Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 14 (4d6) thunder damage.
Call of the Cyclone (Recharge 5–6). Hala summons a violent whirlwind in a 60-ft radius centered on herself. Each creature in the area must succeed on a DC 27 Strength save or take 45 (10d8) bludgeoning damage, be thrown 60 ft. in a random direction, and be knocked prone. On a success, half damage and no movement.
Lightning Devour (Recharge 6). Hala absorbs lightning directed at her and redirects it in a 120-ft line attack dealing 10d10 lightning damage (DC 27 Dex save for half).
Legendary Actions
Hala can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and spent actions are regained at the start of her turn:
- Storm Step. Hala moves up to her flying speed without provoking opportunity attacks.
- Thunderclap. Each creature within 30 ft. must succeed on a DC 27 Constitution save or take 18 (4d8) thunder damage and be deafened until the end of its next turn.
- Bolt of Wrath. Hala makes a ranged spell attack with lightning (range 120 ft., +19 to hit, 15d6 lightning damage).
Reactions
Tempest Shield. When a creature Hala can see attacks her with a melee attack, she can use her reaction to create a barrier of swirling wind and lightning. The attacker must succeed on a DC 27 Dexterity save or take 21 (6d6) lightning and thunder damage.
Lair Actions
On initiative count 20 (losing initiative ties), Hala can take a lair action to create one of the following effects:
- Storm Surge. Winds radiate 100 ft.; creatures make a DC 27 Strength save or be pushed 30 ft. and knocked prone.
- Hailstorm. Jagged ice falls in a 30-ft radius; creatures make a DC 27 Dexterity save or take 14 (4d6) piercing damage.
- Thunder Resonance. Loud thunder shakes the lair; creatures must succeed on a DC 27 Constitution save or be stunned until the end of their next turn.
Regional Effects
Within 6 miles of Hala’s lair:
- Violent storms, tornadoes, and lightning strikes are frequent.
- Crops fail, floods rise, and animals panic.
- Arcane and divination weather spells are distorted or doubled in effect.
- Mortal settlements must succeed on DC 20 Wisdom (Survival) checks to avoid storm disasters.
Tactics
- Phase 1: Harass with ranged spells (Lightning Bolt, Call Lightning, Gust of Wind) and manipulate terrain.
- Phase 2: Engage melee with Storm Maw Bite and Tempest Claws, using area spells (Chain Lightning, Storm of Vengeance) to weaken groups.
- Phase 3: Legendary actions, lair effects, and Lightning Devour punish spellcasters and prevent escape. Hala retreats into clouds if threatened, then strikes again from above.
Hala

Skin the color of thunderheads and wings made for soaring through the most violent winds mark this lean, cyclopic being as a master of terrible storms. The sound of shrieking wind emanates from its mouth full of needle-sharp teeth.
[This content was created by Paizo Publishing LLC for the Pathfinder rules but is not from the Pathfinder RPG product line.]
Hala demons are commonly known as storm demons. Bound to service by Pazuzu, these demons ride the winds across the Abyssal skies, lurk within dark and turbulent clouds, and act as his scouts and spies. Halas have a single, blood-red eye, an enormous mouth lined with razor-sharp teeth, and lengthy horns growing from their heads. A typical hala stands 7 feet tall, weighs 200 pounds, and possesses large wings that span 20 feet across.
| Hala Demon CR 4 |
| XP 1,200 CE Medium outsider (air, chaotic, demon, evil, extraplanar) Init +4; Senses Darkvision 60 ft.; Perception +8 Aura stormwind aura |
| DEFENSE |
| AC 18, touch 14, flat-footed 14 (+4 Dexterity, +4 natural) hp 37 (5d10+10) Fort +6, Ref +8, Will +1 Defensive Abilities vengeful wind; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 15 Weaknesses enemy of dragons and eagles |
| OFFENSE |
| Speed 30 ft., Fly 60 ft. (perfect) Melee 2 claws +9 (1d4+3), bite +9 (1d6+3) Special Attacks hailstorm Spell-Like Abilities (CL 5th; Concentration +7) At will – alter winds (DC 13) 3/day – gust of wind (DC 14), river of wind (DC 16) 1/day – control winds (DC 17), summon (level 3, 1 hala 40%) |
| STATISTICS |
| Strength 16, Dexterity 19, Constitution 14, Intelligence 12, Wisdom 11, Charisma 15 Base Atk +5; CMB +8; CMD 22 Feats Flyby Attack, Hover, Weapon FinesseB, Wingover Skills Acrobatics +12, Escape Artist +12, Fly +20, Intimidate +10, Knowledge (planes) +9, Perception +8, Stealth +12 Languages Abyssal, Celestial, Draconic, telepathy 100 ft. |
| SPECIAL ABILITIES |
| Enemy of Dragons and Eagles (Ex) Halas are hated enemies of dragons and eagles. Those creatures gain a +2 bonus on attack and damage rolls against hala demons. Hailstorm (Su) A hala can call down hailstones from surrounding clouds once every 1d4 rounds as a standard action. These hailstones deal 1d6 points of bludgeoning damage and 1d6 points of cold damage to all creatures within a 20-foot radius that have no overhead cover. A DC 14 Reflex save halves this damage. The save DC is Constitution-based. To use this ability, the hala must be outside and there must be clouds in the sky. Stormwind Aura (Su) Halas surround themselves with a buffeting shroud of supernatural, windstorm-force winds. These winds shield a hala from any other wind effects and form a shell of breathable air around it, allowing the hala to breathe underwater. Ranged weapons and gases directed toward a hala are affected as the spell wind wall. Vengeful Wind (Su) Anytime a hala takes damage from a critical hit, a powerful blast of wind explodes forth in the direction of the attacker. This blast takes the form of a 60-foot-long gale, treated as a gust of wind spell, directed from the hala toward the opponent that scored the critical hit against it (if that creature is more than 60 feet away, the wind is aimed in its direction but doesn’t come close enough to affect it). This wind is also charged with electricity. Any creature in or that enters the area of effect must make a DC 14 Reflex save or take 3d6 points of electricity damage. The save DC is Constitution-based. |
| ECOLOGY |
| Environment any (Abyss) Organization solitary Treasure standard |
Ecology
Hala demons form from covetous souls, those who desired the possessions of others so much so that they indulged in such acts as murder, theft, or blackmail. The more persons harmed by these desires, the more likely the soul is to become a hala in the Abyss. Halas are masters of the winds, harnessing the power of storms, redirecting and amplifying that energy to cause the most damage and chaos possible.
They relish the destructive forces of their storms, and can manipulate a storm’s energy to rain down hailstones to pelt the area. Their command of the winds also aids them in flight. They are never impeded by storm winds, but instead ride them, often achieving top speeds by accelerating the wind currents around them.
Due to the nature of their origin, halas are highly possessive. A hala will often refer to the storm clouds they marshal as ‘my storm.’ A hala is predisposed to grab any item it finds particularly desirable, and will actively pillage regions that its storm passes over. The desire to take from others remains so prevalent in the hala’s nature that it often carries large sacks in which to place all the items it takes during its f lights.
Bags of holding or handy haversacks are highly prized possessions to a hala, as it allows it to pillage even more items. Halas are voracious, with large mouths that open nearly ear-to-ear. Edible items they find in their pillaging are often consumed immediately. This includes a particular appetite for children and other Small humanoids.
Habitat & Society
Halas can be seen throughout the Abyss, roaming the skies in servitude to Pazuzu as his dedicated scout force. Their heaviest concentration, however, exists in High M’Vania, as all hala demons are required to return to Pazuzu’s realm once a century to report all that they have observed. Despite the duty to return to High M’Vania, halas are solitary demons, distrusting all others, especially other hala demons, fearing that they will attempt to take their pillaged possessions. Therefore, most halas live in isolated, remote areas where they maintain their hoards of ill-gotten gains.
Pazuzu values his hala minions not only for the Intelligence they gather on the activities of his enemies in the Abyss, but also for the chaos and destruction they bring on the winds. He is especially fond of sending halas to the Material Plane to ravage the countryside with storms and hail. As in the Abyss, halas on the Material Plane prefer to reside in remote areas. The lair of a hala is often located in a hidden cave in an isolated mountain range, or in the hollow of a giant, ancient tree deep in a forest or swamp.
While hala demons have a general dislike for or distrust of nearly all creatures, they have an especially strong fear and hatred of two creatures: eagles and dragons. Eagles have an innate response to attack and drive a hala from the skies, possibly due to the threat the hala represents to the eagle’s territory and offspring. Dragons’ of any breed’ largely view the storm demons as a danger to their own hoards of treasure, for if a hala discovers the dragon’s lair, it will stop at nothing to possess all that lies within it.
Section 15: Copyright Notice – Pathfinder Adventure Path #49: The Brinewall Legacy
Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs.
Hala, Demon Lady of the Devouring Tempest

Huge Outsider (Chaotic, Air, Demon), CE
Mythic Rank: 5
Defense
AC: 45, touch 28, flat-footed 38 (+12 natural, +7 Dex, +8 deflection)
HP: 820 (48d10+480)
Saves: Fort +26, Ref +21, Will +24
Defensive Abilities: Mythic Dodge, DR 15/epic & silver, SR 30, Legendary Resistances ×3/day
Damage Resistances/Immunities: Fire 20, Acid 20; Bludgeoning, Piercing, Slashing from nonmagical weapons 10; Electricity, Sonic, Cold
Condition Immunities: Prone, Stunned, Fatigued
Offense
Speed: 50 ft., fly 150 ft. (perfect), swim 60 ft.
Melee: Storm Maw Bite +33 (4d12+12 piercing + 4d8 electricity), Tempest Claw +33 (4d8+12 slashing + 4d6 sonic)
Special Attacks: Call of the Cyclone (60-ft whirlwind, DC 29 Strength), Lightning Devour (absorb & redirect electricity)
Spell-Like Abilities (CL 24; Concentration +28):
- At will: Lightning Bolt, Gust of Wind, Call Lightning
- 3/day: Control Weather, Chain Lightning, Storm of Vengeance
- 1/day: Horrid Wilting, Sunburst, Tsunami, Destructive Wave, Investiture of Wind
- Mythic Only: Earthquake, Meteor Swarm, Plane Shift (Self Only)
Statistics
Abilities: Str 34, Dex 24, Con 32, Int 22, Wis 26, Cha 30
Base Attack/Grapple: +33/+50
Feats: Power Attack, Cleave, Improved Initiative, Flyby Attack, Weapon Focus (Bite), Combat Reflexes, Greater Spell Penetration, Spell Focus (Evocation), Lightning Reflexes
Skills: Perception +32, Knowledge (Arcana) +28, Knowledge (Nature) +28, Intimidate +34, Fly +36
Languages: Abyssal, Celestial, Primordial, Telepathy 200 ft.
Special Abilities
- Legendary Resistance (3/day): Automatically succeed on failed saves.
- Storm Form (Su): Swirling tempest grants concealment & perfect flight.
- Call of the Cyclone (Su): 60-ft whirlwind; DC 29 Strength or thrown/prone (10d8 bludgeoning).
- Lightning Devour (Su): Absorb electricity and redirect as 120-ft line (12d6 electricity, DC 29 Reflex half).
- Tempest Shield (Su): Reaction to melee attack; attacker takes 6d6 electricity + sonic, DC 29 Reflex half.
- Mythic Spell-Like Abilities: May use mythic power to reroll damage or bypass saves once per spell.
Combat Tactics
Opening: Harass with ranged spells (Lightning Bolt, Call Lightning, Gust of Wind) to scatter foes.
Mid-Combat: Engage melee with Storm Maw Bite and Tempest Claws, using area spells (Chain Lightning, Storm of Vengeance).
High-Mythic: Use Legendary Resistances, Lightning Devour, and whirlwind effects to neutralize spellcasters; reposition via flight or storm form.
Fallback: Retreat into clouds or storm form, forcing foes into hazardous terrain while regaining control.
Ecology
Environment: High mountains, storm-tossed plains, or coastal regions prone to violent weather
Organization: Solitary or with air/elemental servants (storm harpies, air elementals)
Treasure: Hoards of artifacts and relics tied to storms and elemental power, often hidden in storm-cloud lairs
Halarin

Medium Fiend (Demon), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 225 (18d10 + 126)
Speed 40 ft., fly 80 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 16 (+3) | 24 (+7) | 14 (+2) | 16 (+3) | 18 (+4) |
Saving Throws Dex +7, Con +11, Wis +7, Cha +8
Skills Perception +7, Intimidation +8, Nature +6
Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Auran, understands Common but rarely speaks
Challenge 12 (8,400 XP) Proficiency Bonus +4
Stormbound Nature.
Halarin are sustained by elemental fury. They do not require air, food, drink, or sleep.
Innate Spellcasting.
The Halarin’s innate spellcasting ability is Charisma (spell save DC 16). It can cast the following spells, requiring no material components:
- At will: gust, thunderwave, lightning bolt
- 3/day each: call lightning, sleet storm, wind wall
- 1/day each: chain lightning, ice storm, control weather
Storm Form (Recharge 5–6).
As a bonus action, the Halarin dissolves into living stormclouds for 1 minute. While in this form, it can move through spaces as narrow as 1 inch without squeezing, is resistant to all damage except force and psychic, and emits bright light in a 10-foot radius and dim light for 30 feet.
Magic Resistance.
The Halarin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack.
The Halarin makes two attacks: one with its claws and one with its lightning lash.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) slashing damage plus 9 (2d8) lightning damage.
Lightning Lash. Ranged Spell Attack: +8 to hit, range 120 ft., one target.
Hit: 27 (6d8) lightning damage. The target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the Halarin’s next turn.
Tempest Burst (Recharge 5–6).
The Halarin releases a storm surge in a 20-foot radius. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) lightning damage and 18 (4d8) thunder damage on a failed save, or half as much on a success. Objects in the area not being worn or carried are blown 20 feet away.
Reactions
Storm Retaliation.
When the Halarin takes lightning or thunder damage, it channels that energy outward. Each creature within 10 feet must make a DC 16 Dexterity saving throw or take 10 (3d6) lightning damage.
Legendary Actions
The Halarin can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- Move. The Halarin moves up to half its flying speed without provoking opportunity attacks.
- Static Discharge. Each creature within 10 feet must succeed on a DC 16 Constitution saving throw or take 10 (3d6) lightning damage.
- Whirlwind Slam (Costs 2 Actions). The Halarin slams the air in a 15-foot cone. Each creature in that area must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 15 feet away.
Lair Actions (If Serving Hala)
When within a lair or bound to a storm conjured by their mistress Hala, the Halarin may take lair actions on initiative count 20 (losing ties):
- Winds up to 60 mph buffet all creatures; ranged attacks are made at disadvantage until the next round.
- Bolts of lightning strike up to two points the Halarin can see (as call lightning).
- The air fills with freezing mist, lightly obscuring the area and dealing 5 cold damage to any creature that starts its turn within 10 feet of the Halarin.
Lore
Born of the Storm Mother
Halarin are the raging offspring and servants of Hala, the Tempest Fiend—an ancient storm goddess whose fury once split mountains and drowned kingdoms. Where her wrath falls, Halarin are born: when lightning strikes cursed ground, or when a hurricane’s eye passes over a battlefield, one of these demons may emerge, fully formed from the maelstrom.
Heralds of Hala
To mortal cults, the Halarin are holy heralds who bring “the cleansing storm.” Their arrival is both omen and punishment—priests of Hala claim that each one carries her will made manifest. They often lead squalls that annihilate coastal temples or cities that have defied her worship.
Whispers in the Wind
It is said the Halarin can hear any curse uttered against the sky. Sailors who mock the weather or farmers who defy storm omens might find their homes torn apart within the week. Their laughter rolls like thunder, carried across miles of wind.
Appearance
A Halarin’s body resembles a storm given form: lithe, serpentine, and wreathed in cloud and static. Lightning flickers along the cracks of their scales, and their wings stretch like torn banners of mist. When assuming a subtler guise, they appear as pale, wind-swept humanoids with storm-gray eyes and voices that echo like distant thunder.
Combat and Personality
In battle, Halarin are cunning predators of the skies—circling like hawks, striking with calculated fury, then vanishing into mist. They savor fear and chaos, often playing with their prey by destroying homes, ships, or crops before killing the survivors. Though cruel and mercurial, they are not mindless; many can speak eloquently of Hala’s philosophy: that only through destruction can the world be renewed.
Adventure Hooks
- Whispering Tempest: A storm refuses to move from a region, and travelers report hearing laughter in the thunder.
- Cult of the Breaking Sky: Fanatics seek to summon a Halarin to punish a drought-stricken land for “betraying the rain.”
- Storm’s Heir: A Halarin claims to be the direct child of Hala and demands mortal tribute—or threatens to call its mother’s full wrath upon the world.
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