Apex Variant Roc: Stormbringer
Adventure Lead
Stormbringer is an apex roc that has been terrorizing a deep mountainous valley. Due to exposure to natural magic of the region, it has been infused with the power of a lightning storm.
Meanwhile, powerful mining guilds of the nearest city have targeted the valley as the next location for a major mining operation. However, Stormbringer has repeatedly destroyed any attempts at settlement by the guilds. This has resulted in numerous losses of supplies and people.
Quickly becoming more costly than its worth. So the mining guilds have paid for a company of capable adventurers to remove the issue.
Behavior
Information of this creature's habits and decision making during combat.
Territorial. Stormbringer is primarily a territorial creature who has hunted down any local competition and sees most creatures within its territory as a threat to itself. At the first sight of any creature's, especially those of a huge size or larger then it will attempt to attack and kill these creature immediately. If its prey leaves its territory or disappears it will quickly give up pursuit however.
Feral. Stormbringer's mind has been left fairly weak with little intelligent thought beyond its own combat capabilities. It is prone to falling for repeated tricks and will most often target whatever is dealing the most damage to it or the whatever dealt the most recent damage to it. It will also not retreat in the face of death. Attempting to kill its prey over all else.
Distant. A monster by nature yet even monster understand their own abilities. Stormbringer will primarily fight by firing it's razor feathers at threats or throwing sparks of lightning. In most situations Stormbringer will remain in the air as must as possible and attack its prey from a distance.
Apex Monsters
An apex monster is the result of a natural phenomenon in which a monster goes through a spontaneous and rapid growth that results in higher hit points, greater stats, and new attacks and abilities that a normal version of the creature would not possess.
Apex monsters are often characterized by a massive increase in food consumption and growth in size.
Variant Monsters
Variant Monsters are creatures that have undergone a major mutation that results in wildly different appearances, powers, and/or abilities. These mutations can occur as a result of new environments, natural magic in the world, or artificial experimentation.
Items and Gear
Heavy Chain Tether Ballista
Large heavyset Ballista made to make use of enormous binding chains. These weapons are difficult to set up but can be of great use in bringing down gargantuan flying creatures to the ground and restraining them.
Uses regular Ballista stats for hit bonuses and damage. However when one of these ballista hits Stormbringer, it will attach a chain tether to the creature. If 4 chain tethers are attached to Stormbringer then the creature will be forced to land and become restrained.
A chain tether can be broken with a DC 24 Strength check. These tethers can only attach and restrain creature of gargantuan size.
Selune's Blood Vow
A rare liquid comprised of melted ore from red fallen stars that give off a haunting glow. The red star fragments often induce madness in those who handle them. This liquid form is less potent but must be contained within a special enchanted bottle to prevent harm to the carrier.
When dosed over a weapon the red liquid will latch onto the weapon. While applied, attacks with that weapon will deal half of its weapon damage as psychic damage instead.
If the substance is not manually removed after 1 hour the wielder must make a DC 15 Wisdom saving throw or gain an effect of Long-Term Madness. This madness is removed after the substance is removed and the creature afflicted finishes a long rest.
Winter's Breath
A delicate and rather situation potion made from; mistletoe, parsley, grace's lily, glacial ice, moon root, and dragon's blood resin. A potion that painfully chills ones fingertips on contact. Consuming it leaves a burning freeze throughout the consumers body as it lowers the consumes body temperature.
For 1 hour upon consumption, you automatically succeed on stealth checks against creatures that rely on thermal sight. Additionally, you gain resistance to fire damage but also gain a vulnerability to cold damage.
Difficulty
This creature was designed to combat a level 12 party. As such, this creature may need adjusting depending on how many characters are present at the table.
As a witchery monster, this monster is meant to be abused by its weaknesses. Encourage players by telling them there are secrets and items that make the fight easier overall but do not be afraid to warn them that if they do nothing the fight may end up very one sided in the monster's favor.
Stormbringer
Gargantuan Apex Variant Beast (monstrosity), Ver 1.3.10
- Armor Class 15 (natural armor)
- Hit Points 806 (52d20+57)
- Speed 20 ft., fly 240. (120 ft. w/o tempest aura)
STR DEX CON INT WIS CHA 28 (+9) 16 (+3) 20 (+5) 6 (-2) 14 (+2) 9 (-1)
- Saving Throws Dex +7, Con +9, Wis +6, Cha +3
- Skills Arcana +3, Perception +7
- Damage Vulnerabilities Psychic, Lightning (when discharged)
- Damage Immunities Lightning, Non-magical bludgeoning, slashing, piercing damage
- Condition Immunities Paralyzed, frightened, blindness, dazed (feral fury)
- Senses Thermal Vision 600 ft., passive Perception 17
- Languages -
- PC Challenge Level 12
Abilities
Endless Storm. For as long as Stormbringer lives, any area within 10 miles of it will become afflicted with an endless storm. While within vicinity of the storm, creatures in metal armor suffer disadvantage on saves against effects that deal lightning damage.
Feral Fury. When Stormbringer has 5 points of Fury it goes into unhinged rage at the top of the round which ends at the following top of the round. While Feral Fury is active, this creature will gain advantage on all attacks but all attacks against it will also gain advantage. It will also have advantage on strength, dexterity, and constitution saving throws during this time, gains immunity to being dazed, and gains 2 additional action points on its turn. When Feral Fury ends or if Stormbringer is restrained then its fury is reset to 0.
Keen Sight. This creature has advantage on Wisdom (perception) checks that rely on sight.
Paragon Defense (2/Day). When this creature would fail a saving throw, it may instead spend 24 hit points to succeed instead.
Tempest Aura. Stormbringer's Aura counts as a Concentration effect and must make Constitution saving throws to maintain Concentration when taking damage. While charged with lightning, whenever this creature is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. If Stormbringer loses Concentration it's aura will discharge and lose its lightning immunity and thermal vision until Stormbringer chooses to recharge it. Whenever this occurs, Stormbringer gains a point of Fury.
Weak Mind. This creature's mutations have left its mind wild and weak thus this creature has disadvantage on intelligence saving throws. For every failed intelligent saving throw this creature gains a point of Fury.
Actions
Action Points. This creature has 4 Action points per turn. While restrained or dazed, this creature loses 2 Action points. If Feral Fury is activated this creature gains 2 action points on its turn.
Beak. (1 point) Melee weapon attack: +13 to hit, Reach 10 ft., one target. Hit: 27 (4d8+9) piercing damage.
Talons. (1 point) Melee weapon attack: +13 to hit, Reach 10 ft., one target. Hit: 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and stormbringer can't use it's talons on another target.
Razor Feather. (1 point) Ranged weapon attack: +13 to hit, range (200/500) ft., one target. Hit: 14 (1d8+9) slashing damage plus 9 (2d8) lightning damage due to Tempest Aura.
Whirlwind. (2 points) Stormbringer grinds its wings against the ground and quickly spins, blasting nearby foes away. All creatures within 30 ft. of this creature must make a DC 17 Dexterity saving throw. On a failure a creature takes 18 (2d8+9) slashing damage and is knocked back 30 ft becoming Prone. On a success then the creature takes half damage instead. If Stormbringer is restrained by tethers this move will free it.
Booming Screech. (2 points) Stormbringer unleashes a thunderous screech to stun nearby creatures. Any creature that can hear within 120 ft. must make a DC 17 Constitution saving throw or become Dazed until the end of their next turn.
Lightning Strike. (2 points) Stormbringer chooses a point it can see within 300 feet of it, creatures within 10 feet of that point must make a DC 17 Dexterity saving throw. On failure a creature takes 23 (3d12+5) lightning damage, on success the creature takes half the damage instead. Stormbringer can also target itself with this action and choose to fail. Stormbringer cannot use this action if Tempest Aura is not active.
Recharge. (3 points) Stormbringer reactivates its Tempest Aura, regaining access to abilities and actions granted by it.
Savage Discharge. (4 points) Stormbringer releases his Tempest Aura in a blinding explosion. Creature's within 120 ft. of Stormbringer must make a DC 17 Constitution saving throw, taking 44 (8d10) lightning damage and becoming Blinded until the end of their next turn on a failure. On success, creatures only take half damage. After using this action Stormbringer's Tempest Aura deactivates and it gains a point of Fury.
Swift Movement. (reaction) After another creature ends their turn, as a reaction Stormbringer can move up to its movement speed. If a creature is in front of it at the end of this movement then Stormbringer can make a Talons attack against that creature.
Paragon Points
This creature has 4 paragon points, it can choose to spend any number of paragon points at the end of another creature's turn on any of its actions, to regain its reaction, or spend a point to reroll a saving throw. This creature regains all paragon points at the start of its turn.