Thyranix, the Tempest Incarnate

“When the skies darken and the wind howls with fury, beware the coming of Thyranix.”

Basic Information

  • Size: Huge
  • Type: Elemental Beast
  • Environment: Stormy Regions, Sky
  • Era: Fourth Age (Age of Exploration)
  • Movement: Floating

Appearance

A massive entity resembling a swirling tornado, its core crackling with electric arcs. Within its chaotic form, lightning surges unpredictably, illuminating its stormy body in eerie flashes.

Abilities & Traits

Storm Surge (Legendary)

Thyranix can summon and control powerful thunderstorms.

  • Creates a localized storm (10-mile radius) lasting up to 1 hour.
  • Effects of the storm:
    • Heavy rain reduces visibility.
    • Wind speeds reach up to 80 mph, making flight difficult.
    • Lightning strikes random creatures every 1d4 rounds (dealing 4d10 lightning damage).
    • Thyranix can target one creature per turn to be struck (DC 18 Dexterity save or take an additional 6d10 lightning damage).

Living Tempest

  • Immune to lightning, thunder, and wind-based effects.
  • Non-magical projectiles have disadvantage when targeting Thyranix.
  • Can pass through small gaps and is unaffected by terrain.

Eye of the Storm (Passive)

Thyranix is always at the center of its storm and remains unaffected by its own weather effects.

Creatures within 10 feet of Thyranix experience a strange calm, where winds cease entirely.

Combat Statistics

  • Armor Class: 18 (Natural Form)
  • Hit Points: 320 (20d12 + 160)
  • Speed: Flying 80 ft. (can hover)

Actions

Thunderclap Slam (Melee)
  • Attack: +12 to hit, reach 15 ft., one target
  • Damage: 4d8 thunder + 4d8 lightning damage
  • On a hit, target must succeed on a DC 18 Constitution save or be deafened for 1 minute.
Chain Lightning (Recharge 5-6)

Thyranix hurls a bolt of lightning at one target within 120 feet. The bolt arcs to up to three additional creatures within 30 feet.

  • Targets must make a DC 19 Dexterity save, taking 8d10 lightning damage on failure, or half on success.
Hurricane Pulse (Recharge 6)

Unleashes a violent blast of wind in a 60-ft. radius.

  • All creatures must succeed on a DC 20 Strength save or be flung 30 feet and knocked prone.
  • Structures and loose objects take double damage from this effect.

Legendary Actions

Thyranix can take 3 legendary actions per turn, choosing from the following:

  • Gale Rush: Moves up to half its speed without provoking opportunity attacks.
  • Static Discharge: A random creature within 30 feet takes 2d10 lightning damage.
  • Stormcall (Costs 2 Actions): Calls a sudden burst of wind, forcing all flying creatures within 120 feet to make a DC 18 Strength save or be thrown 40 feet in a random direction.

Lore & Role in the World

  • Thyranix is an embodiment of nature’s fury, appearing during violent storms.
  • Sailors and sky travelers fear its arrival as it brings devastation.
  • Legends say it was once a guardian of balance, but now it wanders untamed.
  • Some believe rituals can appease it, though none have proven true.

Weaknesses & Counters

  • Cold-based attacks can momentarily slow its movement.
  • Strong magical wards can weaken its storm effects.
  • Direct confrontation is dangerous; seeking shelter is often the best strategy.

Encounter Level

⚡⚡⚡⚡⚡ (High Difficulty – Best for Level 12-18 parties in an RPG setting.)

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