The Storm of Profound Fury
Every hundred years, or thereabouts, a terrible storm ravages the Sea of Deep Wisdom and its coastline, causing widespread destruction. This storm is more powerful and more savage than ordinary storms, and is known as the Storm of Profound Fury. Since natural phenomena on Conclave are the work of spirits, it is widely accepted that the Storm of Profound Fury must be the work of a particularly powerful storm spirit, perhaps the servant of the Divine Minister of the Iridescent Pearl, who governs the seas, or the Divine Minister of the Ethereal Canopy who governs matters of the air. It may even be a powerful free spirit, independent of the Celestial Bureaucracy and some cite its obviously chaotic nature as evidence for this theory.
It's not known if the Storm is a singular entity that is unleashed periodically, or if each Storm is an individual, although sailor's tales say that out in the impassable Western Ocean, where no mortal has ever managed to navigate (except perhaps the legendary durdrn captain Shegu) there are thousands of these mighty storm spirits.
Storm of Profound Fury
Colossal Elemental (Air, Chaotic, Heavenly, Spirit)
Hit Dice: 66d8+1122 (1386 hp)
Initiative: +24 (+16 Dex)
Speed: Fly 240 ft. (perfect)
Armour Class: 68 (-8 size, +16 Dex, +50 natural), touch 18, flat-footed 52
Base Attack/Grapple: +49/+105
Attack: Slam +62 melee (8d6+20, crit. 19-20)
Full Attack: 2 slams +62 melee (8d6+20, crit. 19-20)
Space/Reach: 40 ft./40 ft.
Special Attacks: Control weather, spell-like abilities
Special Qualities Blindsight 1 mile, damage reduction 15/epic, elemental traits, immune to lightning, resistance fire 15
Saves: Fortitude +39, Reflex +57, Will +25
Abilities: Str 50, Dex 42, Con 45, Int 10, Wis 16, Cha 30
Skills: Listen +72, Spot +72
Feats: Ability Focus (control weather), Awesome Blow, Blinding Speed, Dodge, Empower Spell-Like Ability (chain lightning), Empower Spell-Like Ability (ice storm), Empower Spell-Like Ability (lightning bolt), Epic Reflexes, Flyby Attack, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Flyby Attack, Improved Natural Weapon (slam) x2, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (lightning bolt), Quicken Spell-Like Ability (quench), Superior Initiative, Weapon Focus (slam)
Organization: Unique (?)
Challenge Rating: 30
Combat: The Storm rarely needs to use its melee abilities, a focussed blast of wind, since there are few opponents who can threaten it. Generally it uses its spell-like abilities against any who might threaten its core. The Storm is intelligent to use some tactics, but its essentially chaotic nature means that it is more likely to use powers at random.
Spell-Like Abilities: At will - chain lightning (DC 26), ice storm, lightning bolt (DC 23), quench, sleet storm, whirlwind (DC 28). Caster level 30th, save DCs are Charisma-based.
Control Weather (Sp): At will, as a swift action, the Storm of Profound Fury may produce the effects of either a control wind or control weather spell, except over an area of 10 miles. Fort DC 55 against effects where appropriate. If these effects are dispelled or nullified the Storm may reactivate them on its turn. If it takes the standard 10 minutes to produce a control weather spell it can control the weather over a 200 mile area. Caster level 30th, save DCs are Charisma-based.
Using the Storm of Profound Fury
The Storm is an epic foe, albeit a straightforward brute at heart, but it can be used for scenarios at all levels.
After The Flood
This scenario takes place after the Storm has passed by, devastating a coastal city such as Llaza or Ten Thousand Ships. Player characters can become involved in helping with the clean-up operation, rescuing trapped citizens, stopping looters and fighting off the undead corpses of the drowned. Evil spirits such as hunting heads may also be drawn to the destruction. This kind of scenario is suitable for low to middle level characters.
This kind of scenario revolves around a McGuffin artifact, artifacts or ritual that allows a person to repel, control, bind, banish or otherwise affect the Storm of Profound Fury. Middle to high level characters will be known to people in authority who may send them on a quest to find the artifact in order to save a city (again Llaza or Ten Thousand Ships make a good choice) before the Storm gets there. Alternatively, some mischief-maker already has the artifact and is using it to direct the Storm, holding cities to ransom with the threat of destruction. Use every available trope from James Bond movies with this one. If the characters fail in their mission, they may have to face a scenario like the one above, or it could be used in conjunction as a warning as to what will happen to another city if they fail.
Fighting the Storm
Epic or near-epic level player characters will have the wherewithal to fight the Storm directly; depending on what abilities and items they possess they may even find it easy. Such characters may well be ready to tackle the mysteries of the Western Ocean, or perhaps defeating the Storm grants them some kind of item or ability to help them.
(c) 2011 The Creative Conclave.