Normally sky spirits are dormant, content to contemplate the currents of the air and the traffic of birds. Placated sky spirits are boons to seafarers. However, when disturbed, they are oppressive spirits and are swift to scatter and strike transgressors.
An angered sky spirit summons forth thunder clouds and high wind, appearing as a dark tornado pulsing with electricity.
Sky Spirit of the Land
Gargantuan fey (shapechanger, spirit), neutral
Armor Class 19
Hit Points 270 (20d20 + 60)
Speed 0 ft., fly 60 ft. (hover)
Saving Throws Dex +14, Wis +11
Skills Perception +11
Damage Resistances acid, cold, fire
Damage Immunities lightning, necrotic, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses aurasight 300 ft. blindsight 300 ft., passive Perception 21
Languages telepathy 300 ft.
Challenge 21 (33,000 XP)
Perpetual Gale. Each creature that starts its turn within 5 feet of the sky spirit must succeed on a DC 15 Strength saving throw or be restrained and carried by the sky spirit. A creature can use its action to free the target by succeeding on a DC15 Strength check. The sky spirit can move without penalty while carrying such a creature. During its turn, the sky spirit can release any creature restrained this way.
Power Manifesting. The sky spirit is a 15th-level manifester. Its manifesting ability is Wisdom (power save DC 19, +11 to hit with power attacks). It has 345 power points to spend on the following powers: energy cloak, energy storm, harmonics, telekinetic grasp, weather manipulation.
Shapechanger. The sky spirit can shape its host into a massive form up to 100 feet tall or long. It typically fashions a funnel form, but can take any shape. It can use its action to create or alter this shape or return it to normal wind and air.
Storm Energy Type. The sky spirit’s energy types are lightning and thunder and its psychokinesis powers deal 1d8 additional lightning or thunder damage (its choice). If the power is an energy power, it can deal lightning or thunder damage instead of bludgeoning.
Electric Bolt. Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 41 (5d12 + 9) lightning damage.
Thunder Bolt. Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 30 (6d6 + 9) thunder damage. If the target it a creature, it must succeed on a DC 19 Constitution saving throw or be deafened until the end of its next turn.
Windsnap. Each creature within a line that is 5 feet wide and 20 feet long originating from the spirit must succeed on a DC 19 Strength saving throw or be pushed 20 feet away and knocked prone.
Transfer (Recharge 5-6). The sky spirit moves in a straight line up to 50 feet in a 20-foot wide path. Each creature within the area must make a DC 19 Constitution saving throw. On a failed save, the target takes 10 (3d6) bludgeoning damage, 21 (6d6) lightning damage, and 21 (6d6) thunder damage and is deafened for 1 minute. On a successful save, it only takes half of the damage.
The sky spirit can take 3 legendary actions, choosing from the options below. Only one legendary action can used at a time and only at the end of another creature’s turn. The sky spirit regains spent legendary actions at the start of its turn.
Attack. The sky spirit makes one electric bolt or one thunder bolt attack.
Manifestation. The sky spirit manifests or reactivates harmonics.
Gust. The sky spirit casts the gust of wind spell without requiring components or concentration. Its save DC is 19.
Surge. The sky spirit can move using its flying speed. This movement doesn’t trigger opportunity attacks.
Hurricane (Costs 3 Actions). Each creature within 50 feet of the sky spirit must succeed on a DC 19 Strength saving throw or take 35 (10d6) bludgeoning damage and be pushed 20 feet and knocked prone.