Legendary Resistance (3/Day). If the aspect fails a saving throw, it can choose to succeed instead.
Magic Resistance. The aspect has advantage on saving throws against spells and other magical affects.
Magic Weapons. The aspect's weapon attacks are magical.
Innate Spellcasting. The aspect's spellcasting ability is Wisdom (spell save DC 23). The aspect can innately cast the following spells, requiring no material components:
3/day each: spirit guardians, control weather, divine word, chain lightning
Aura of Storms. A violent storm follows the aspect everywhere it goes. Strong winds and lightning buffet everything around it. The wind follows the aspect's commands, making spells like gust and wall of wind unusable. The storm obscures the area around the aspect, making the space within 15 ft. of the aspect difficult terrain.
Multiattack. The aspect makes two lightning spear attacks and uses its lightning strike.
Storm Spear. Melee and Ranged Weapon Attack: +18 to hit, reach 15 ft. or range 60/180 ft., one target. Hit: 21 (6d6) thunder damage and 21 (6d6) lightning damage. If thrown, the spear instantly reforms in the aspect's hand.
Lightning Strike. The aspect hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Storm Surge (Recharges 5-6). The aspect unleashes the unbridled might of the storm around it. All creatures within 15 feet of the aspect must make a DC 23 Dexterity saving throw or take 33 (6d10) thunder damage and be pushed back 10 feet on a failed saving throw, or half as much damage and not be pushed back on a success.
Wrath of the Storm. When a creature within 5 feet of the aspect that it can see hits it with an attack, it can use its reaction to cause the creature to make a DC 23 Dexterity saving throw. The creature takes 13 (3d8) thunder damage on a failed saving throw, and half as much damage on a successful one.
The aspect 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 aspect regains spent legendary actions at the start of its turn.
Gust. The aspect targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 23 Strength saving throw or be pushed up to 20 feet in any horizontal direction the aspect chooses.
Thunderclap. The aspect targets a creature it can see within 60 feet of it and creates a magical thunderclap around it. The target must succeed on a DC 23 Constitution saving throw or be deafened for 1 minute. The target can make another saving throw at the end of each of its turns, ending the effect on itself with a success.
Grapple. The aspect makes a grapple check against a creature within 10 ft. of itself.
When the aspect falls to half of its hit point maximum (based on average hit points: 243), its mythic trait is triggered. The aspect immediately recharges and uses its Storm Surge action. The storm intensifies around the aspect, although its immediate control weakens. It loses access to its Gust legendary action and its first lair action.
These legendary actions become available when the aspect's mythic trait takes affect.
Lightning Spear. The aspect uses its lightning spear action.
Storm Lord's Chains (Costs 2 Actions). The aspect targets a creature it can see within 60 feet of it and lashes chains of lightning around it. The target must succeed on a DC 23 Dexterity saving throw or take 10 (2d10) piercing damage and be restrained as the chains lash them to the ground. If the target fails the save by 5 or more, they are also stunned until the end of the aspect's next turn. The target can repeat the saving throw at the beginning of each of its turns, ending the effect on a success.
Immolating Burst (Costs 3 Actions). The aspect casts chain lightning.
Description
When the Storm Lord decides to deal with a problem in the material world himself, it is his aspect he sends. A bit of Talos' divine spark grants the aspect its powers, which dwarf that of most mortals. With a wave of its hand, the weather is altered, walls crumble, and lightning decimates Talos' enemies.
Lair and Lair Actions
Where there is a storm, there is the Storm Lord. All storms bend to his will and serve as his aspect's lair.
Lair Actions
On initiative count 20 (losing initiative ties), the aspect takes a lair action to cause one of the following effects; the aspect can’t use the same effect two rounds in a row:
- The aspect targets as many creature as it can see within 60 feet of it and casts levitate on them, commanding the winds to raise the creatures up into the air. The spell lasts until initiative count 20 of the next round. When the spell ends, all affected creatures are dropped, taking 7 (2d6) bludgeoning damage as the wind smashes them into the ground.
- The aspect bends the storm and creates a lightning elemental within 30 feet of it. The elemental takes its turn immediately after the aspect does. The elemental also has only 50 hit points. It lasts until destroyed or dispelled by the aspect (bonus action). If the aspect uses this lair action again while the elemental is still alive, it grants the elemental 20 temporary hit points. This action cannot be used if the elemental is at full health.
- The aspect increases the range of its Aura of Storms to 30 feet. Any creatures already within its Aura must make a DC 23 Strength saving throw or be pushed back 15 feet. The increased range lasts until initiative count 20 of the next round.
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Posted Jul 10, 2021Thank you for making this, I am going to use it in my next campaign
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Posted Dec 16, 2022Coolest. Final boss. EVER. Thanks for sharing this awesome idea!
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Posted Dec 18, 2022Perfect for the end of divine contention, My party left the storm lords hideout as the last quest and will be fighting this boss next week.
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Posted Mar 16, 2024Talos has his divine realm in Pandemonium so his Aspects and Avatars all be Fiends. Celestials are for Upper Planes Deities as they do not have a true creature type and tend to take on a piece of the place they set up home. Talos is also a greater deity so his Aspect should be stronger than Bahamut's or Tiamat's Aspects since they are far lesser in power. Keep in mind that an Aspect is independent of the deity and acts of its own free will while still in service of the god. They are not an Avatar which is an actual manifestation of the god themselves.