I adore the theme and idea of the Elder Elementals and the Elder Tempest has taken my fancy, a being formed of the stuff of storms that swells within the center of a storm spanning miles. I also prefer it over other giant, flying monsters, such as a dragon, because it's a pure elemental force that has no particular intelligence, it just IS.
My issue is using one in a game, I feel like it's not meant to be fought face to face and would be way more of an annoyance than a particular challenge, because it's in-combat actions and damage isn't really anything too high, especially for a CR 23 creature. However it's movement, huge range on certain abilities, fly by and air form would make it difficult to get close to and keep up with. I am aware it's a siege monster and would have a massive threat to buildings and such so will be far better suited to a city siege or something. I'm also aware it is immune to a multitude of conditions, but not immune to charmed or frightened which is useful, nor is it immune to being blinded or deafened which I find kind of odd.
It can also cause a lightning strike every round somewhere under its storm or create a screaming gale, so if it wanted to and was aware it could potentially hurl strikes at a party, so long as they're on the ground for the lightning, long before they get close to it which seems a little tedious. But then when they are close to it and most likely in the air, the lightning strike is no longer a threat.
I think my favourite ability is its rechargeable action Lightning Storm, which has a large radius and potential to stun, which would immediately end any concentration on spells like fly and probably be it's most threatening ability when faced.
So my question is, how should it be used and how can I go about making an encounter with this Elder Elemental both challenging and exciting, without making the approach to it feel drawn out or make it feel scarier when you do reach it?
I'd suggest an adventure where the party is chasing rumors of an elemental cult that is in search of some item or has already unlocked some ritual that will free the Elder Tempest from some ancient prison or awaken it from its slumber. Theoretically, the cult leader has plans to control the monster and use it in some bid to conquer something. Generally speaking, the party could show up pretty late and the cult will have already released the elemental, causing untold damage to some surrounding area. Then you can have some cinematic fights along some old crumbling monastery or abandoned castle that the cult has holed up in while the Elder Tempest flies over head and occasionally uses its powers to destroy things and make the groups job that much harder. The goal should be to wrest control of the elemental away from the cult in some way, maybe forcing it back into dormancy or freeing it to the elemental plane it comes from.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I'm of a mind to reference Shadow of the Colossus, make it so that the creature has a blind side or two. A being of that magnitude isn't going to be bothered by a few measly adventurers trying to approach it, until they do something aggressive.
Lightning strikes/Screaming gale: Sure it may be able to hit with lightning anywhere it wants within the storm's range but...why not make it a bit random. Let's assume you have 4 players, you'd roll a d4 then percentile. 1-25 the bolt misses by a long distance, 25-50 the bolt is 10-20ft from the player, 51-75 the bolt hits within 5ft of the player or hits the player directly, 76-100 Screaming Gale is used instead. Now, when the players are aggressive, the bolts are focused and strike true each time.
I'd use random objects being flung about by the winds. While they're moving through the storm have carts, animals, trees, doors, and other debris become a real hazard during the first mile or so of the storm.
Thank you both for the responses, I appreciate it!
Both different ideas that I can easily see working, I very much like your idea Metamongoose of having a cult attempting to control it and fighting the cult while within the area of the Tempest. In that scenario it's presence is definitely threatening and meaningful without it being faced directly.
Plus switching up the effects of the storm itself is great DMThac0, making the party feel the danger of the storm without being targeted directly I like the randomness. Also I hadn't considered that the storm would cause a multitude of other hazards like you mention, definitely reduces the monotony of continual lightning strikes.
Just encountered one tonight. We were camping out in the artificer’s Leo’s Tiny Hut and a giant storm rolls in with a massive lightning strike on the hut. All wake up and are like “woah. WTF?!” upon seeing the giants storm serpent. Werewolf pally/warlock goes out to face it. I put my animal companion horse in my poke ball-like MI. And most of us decide to take a chance and just stay in the hut while being blasted with its Screaming Gale. Just wait out the storm. I have an MI monocle which lets me see through natural phenomena like sandstorms, fog and rain and gives me dark vision. Take a moment to look through it and don’t see the serpent. “Hmmm. It is the storm.... Hmmmm. Not technically RAW use of the spell but I wonder......” Cast Call Lightning, gain control of existing storm since we are outside. Hold lightning in the clouds instead of calling it to ground. Make storm leave. Problem solved. All get to go back to sleep without being constantly woken up by lightning on the hut. And epic moment for my Ranger/Druid.
My impression is that it is more of a force of nature than anything else. Given the intelligence, it is unlikely to plan to attack anything unless it has been charmed or otherwise controlled or the creature has been attacked.
If it has had previous bad encounters with humanoids then the elder tempest might just try to crush any humanoids that come across its path before they can harm it. On the other hand, if it has had no real negative encounters it could blame on humanoids then it might just ignore them until they did something.
In terms of fighting it, it has a movement of 120' and flyby along with legendary actions that would allow up to 3x additional movement in a turn. This means that without using a dash action it could move up to 480' in one turn. If anyone chooses to fight such a creature then the problem will be keeping it around if it decides to run away. If it does get hurt then it will likely retreat and keep using its legendary actions to swat at the irritation from far away. Although the lightning strike is aimed at a point on the ground, the screaming gale is not and can be used to attack anyone who is flying.
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Hello,
I adore the theme and idea of the Elder Elementals and the Elder Tempest has taken my fancy, a being formed of the stuff of storms that swells within the center of a storm spanning miles. I also prefer it over other giant, flying monsters, such as a dragon, because it's a pure elemental force that has no particular intelligence, it just IS.
My issue is using one in a game, I feel like it's not meant to be fought face to face and would be way more of an annoyance than a particular challenge, because it's in-combat actions and damage isn't really anything too high, especially for a CR 23 creature. However it's movement, huge range on certain abilities, fly by and air form would make it difficult to get close to and keep up with. I am aware it's a siege monster and would have a massive threat to buildings and such so will be far better suited to a city siege or something. I'm also aware it is immune to a multitude of conditions, but not immune to charmed or frightened which is useful, nor is it immune to being blinded or deafened which I find kind of odd.
It can also cause a lightning strike every round somewhere under its storm or create a screaming gale, so if it wanted to and was aware it could potentially hurl strikes at a party, so long as they're on the ground for the lightning, long before they get close to it which seems a little tedious. But then when they are close to it and most likely in the air, the lightning strike is no longer a threat.
I think my favourite ability is its rechargeable action Lightning Storm, which has a large radius and potential to stun, which would immediately end any concentration on spells like fly and probably be it's most threatening ability when faced.
So my question is, how should it be used and how can I go about making an encounter with this Elder Elemental both challenging and exciting, without making the approach to it feel drawn out or make it feel scarier when you do reach it?
I'd suggest an adventure where the party is chasing rumors of an elemental cult that is in search of some item or has already unlocked some ritual that will free the Elder Tempest from some ancient prison or awaken it from its slumber. Theoretically, the cult leader has plans to control the monster and use it in some bid to conquer something. Generally speaking, the party could show up pretty late and the cult will have already released the elemental, causing untold damage to some surrounding area. Then you can have some cinematic fights along some old crumbling monastery or abandoned castle that the cult has holed up in while the Elder Tempest flies over head and occasionally uses its powers to destroy things and make the groups job that much harder. The goal should be to wrest control of the elemental away from the cult in some way, maybe forcing it back into dormancy or freeing it to the elemental plane it comes from.
I'm of a mind to reference Shadow of the Colossus, make it so that the creature has a blind side or two. A being of that magnitude isn't going to be bothered by a few measly adventurers trying to approach it, until they do something aggressive.
Lightning strikes/Screaming gale: Sure it may be able to hit with lightning anywhere it wants within the storm's range but...why not make it a bit random. Let's assume you have 4 players, you'd roll a d4 then percentile. 1-25 the bolt misses by a long distance, 25-50 the bolt is 10-20ft from the player, 51-75 the bolt hits within 5ft of the player or hits the player directly, 76-100 Screaming Gale is used instead. Now, when the players are aggressive, the bolts are focused and strike true each time.
I'd use random objects being flung about by the winds. While they're moving through the storm have carts, animals, trees, doors, and other debris become a real hazard during the first mile or so of the storm.
Thank you both for the responses, I appreciate it!
Both different ideas that I can easily see working, I very much like your idea Metamongoose of having a cult attempting to control it and fighting the cult while within the area of the Tempest. In that scenario it's presence is definitely threatening and meaningful without it being faced directly.
Plus switching up the effects of the storm itself is great DMThac0, making the party feel the danger of the storm without being targeted directly I like the randomness. Also I hadn't considered that the storm would cause a multitude of other hazards like you mention, definitely reduces the monotony of continual lightning strikes.
Cheers :)
Just encountered one tonight. We were camping out in the artificer’s Leo’s Tiny Hut and a giant storm rolls in with a massive lightning strike on the hut. All wake up and are like “woah. WTF?!” upon seeing the giants storm serpent. Werewolf pally/warlock goes out to face it. I put my animal companion horse in my poke ball-like MI. And most of us decide to take a chance and just stay in the hut while being blasted with its Screaming Gale. Just wait out the storm. I have an MI monocle which lets me see through natural phenomena like sandstorms, fog and rain and gives me dark vision. Take a moment to look through it and don’t see the serpent. “Hmmm. It is the storm.... Hmmmm. Not technically RAW use of the spell but I wonder......” Cast Call Lightning, gain control of existing storm since we are outside. Hold lightning in the clouds instead of calling it to ground. Make storm leave. Problem solved. All get to go back to sleep without being constantly woken up by lightning on the hut. And epic moment for my Ranger/Druid.
My impression is that it is more of a force of nature than anything else. Given the intelligence, it is unlikely to plan to attack anything unless it has been charmed or otherwise controlled or the creature has been attacked.
If it has had previous bad encounters with humanoids then the elder tempest might just try to crush any humanoids that come across its path before they can harm it. On the other hand, if it has had no real negative encounters it could blame on humanoids then it might just ignore them until they did something.
In terms of fighting it, it has a movement of 120' and flyby along with legendary actions that would allow up to 3x additional movement in a turn. This means that without using a dash action it could move up to 480' in one turn. If anyone chooses to fight such a creature then the problem will be keeping it around if it decides to run away. If it does get hurt then it will likely retreat and keep using its legendary actions to swat at the irritation from far away. Although the lightning strike is aimed at a point on the ground, the screaming gale is not and can be used to attack anyone who is flying.