Credit: "Pin" by Austin Zohner

Heralds of the Apocalypse

The Tempest Knight is one of several heralds of the Elemental Apocalypse, a humanoid of extreme power chosen by the Elemental Plane of Air to wield its gifts. The Knights are considered a sign of aggression by most on the Prime Material Plane, due to the implication this has that the Elemental Planes are preparing for war. Usually, the knights are people of extreme power who are chosen to lead in whatever war the Elemental Plane desires to wage, and who wield the extreme power that comes with it.

Signs of the Tempest Knight

Like any apocalypse, when the Tempest Knight appears on any plane other than the Elemental Plane of Air, signs of its arrival appear. Storms will manifest nearby and several days without rain may become common in areas the Tempest Knight stays. Winds will become much stronger in areas the Tempest Knight occupies, and flooding becomes much more likely, even in areas that suffer from drought.



Tempest Knight

Medium humanoid, Neutral


  • Armor Class 19 (plate)
  • Hit Points 125(15d8 + 60)
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
20(+5) 12 (+1) 18 (+4) 14 (+2) 17 (+3) 10 (+0)

  • Condition Immunities None
  • Saving Throws Wis +7, Int +6
  • Senses passive Perception 13
  • Damage Immunities Lightning
  • Damage Resistances Thunder
  • Languages Auran, one other language (usually Common)
  • Challenge 13 (10,000 XP)

Armor of the Tempest. Whenever a creature makes a melee weapon attack against the tempest knight they must succeed on a DC 16 Constitution Saving Throw, on a failed save taking 3d6 lightning damage.

Aura of the Storm. Winds whip up in a 30 ft radius around the Tempest Knight. As a result of this aura, ranged attacks against the Tempest Knight have disadvantage and creatures who start their turns in the aura must make a DC 15 Constitution Saving Throw, on a failed save becoming deafened. A deafened creature can repeat the save at the beginning of each of its turns becoming immune to this effect for the next hour on a successful save.

Innate Spellcasting. The Tempest Knight can innately cast the following spells. Its spellcasting ability is Wisdom and its save DC is 15.

1/day each: chain lightning, storm sphere

Actions

Multiattack. The knight makes three Thunder Blade attacks.

Thunder Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage plus 7 (2d6) lightning plus 7 (2d6) thunder damage.

Lightning Blast (Recharge 5-6). A blast of electical energy fires out from the knight's hand. Creatures within a 60 ft. line must make a DC 17 Dexterity Saving Throw or take 60 (12d8) lightning damage.

Reactions

Wind Shield. The Tempest Knight uses its wind shield to block a ranged weapon attack. If the attack is nonmagical and it would have hit it automatically misses, and the attack is redirected to a target within 10 ft of the Tempest Knight of the Knight's choice, who takes the damage the Tempest Knight would have taken. If the attack is magical, the Tempest Knight rolls 1d10 + 12 and reduces the attack's damage by that much.

Legendary Actions

The Tempest Knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Tempest Knight regains spent legendary actions at the start of its turn.

Attack. The knight makes a thunder blade attack.

Move. The knight moves up to its movement speed.

Storm Sphere (Costs 2 Actions). The knight casts storm sphere if it is not already cast.