Sky spirits are oppressive spirits when roused from their slumbers. Normally, a sky spirit will be dormant, content to contemplate the currents of the air and the traffic of birds. However, when disturbed by creatures, often through psychic or magical means, they are swift to scatter and strike their transgressors. Placated sky spirits can be boons to seafarers.
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 (possessor, shapechanger, spirit), neutral
Armor Class 19
Hit Points 250 (20d20 + 40)
Speed 0 ft., fly 60 ft. (hover)
|21 (+5)||28 (+9)||14 (+2)||20 (+5)||23 (+6)||19 (+4)|
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 weapons
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)
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 so long as it’s a singular mass. It can use its action to create or alter this shape or return it to normal wind and air.
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.
Storm Energy Type. The sky spirit can imbue telekinetic powers with the storm subtype, dealing an additional 1d8 lightning damage and 1d8 thunder damage. If the power is an energy power, it can change the damage type to lightning or thunder and deals an additional 1d8 damage of the other type.
Perpetual Gale. Each creature that starts its turn within 5 feet of the sky spirit must make a DC 15 Strength saving throw or become restrained and carried by the sky spirit. The creature or another creature that can reach it can use its action to repeat the saving throw to escape. The sky spirit can move without penalty when carrying such a creature. During its turn, the sky spirit can release any creature restrained this way.
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 and the creature must make a DC 19 Constitution saving throw or be deafened until the end of its next turn.
Windsnap. Each creature within a path that is 5 feet wide and 20 feet long must make a DC 19 Strength saving throw. If the save is failed, the creature is pushed 20 feet and knocked prone. If the save succeeds, the creature is pushed 10 feet.
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. If the save is failed, the creature takes 10 (3d6) bludgeoning damage, 21 (6d6) lightning damage, and 21 (6d6) thunder damage, and is deafened for 1 minute. If the save succeeds, the creature only takes the bludgeoning 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 harmonics.
Gust. The sky spirit creates a gust of wind within 120 feet of it. It lasts 10 minutes and doesn’t require concentration. Its save DC is 19.
Surge (Costs 2 Actions). The sky spirit can move using its flying speed. This movement doesn’t trigger opportunity attacks.
Hurricane (Costs 3 Actions). Each creature within a 50-foot cube adjacent to the sky spirit must make a DC 19 Strength saving throw. If the save is failed, the creature is pushed 20 feet and knocked prone.