Black Cloud of Vengeance
Climate/Terrain: | Desert | ![]() |
Frequency: | Very Rare | |
Organization: | Solitary | |
Activity Cycle: | Any | |
Diet: | Unknown | |
Intelligence: | Exceptional (15-16) | |
Treasure: | G | |
Alignment: | Chaotic Evil or Neutral | |
No. Appearing: | 1 | |
Armor Class: | -3 | |
Movement: | Fl 24 (E) | |
Hit Dice: | 15-20 | |
THAC0: | 15 Hit Dice: 7 | |
16-20 Hit Dice: 5 | ||
No. of Attacks: | 2 | |
Damage/Attack: | 15 Hit Dice: 3-30/4-40 | |
16-17 Hit Dice:4-40/5-50 | ||
18-19 Hit Dice:5-50/6-60 | ||
20 Hit Dice: 6-60/7-70 | ||
Special Attacks: | Fiery rain, wind | |
Special Defenses: | +3 or better weapon to hit, | |
totally resistant to fire magic | ||
Magic Resistance: | 30% | |
Size: | G (Storm-sized) | |
Morale: | Fearless (19) | |
XP Value: | 15 Hit Dice:15,000 | |
16 Hit Dice:16,000 | ||
17 Hit Dice: 17,000 | ||
18 Hit Dice: 18,000 | ||
19 Hit Dice: 19,000 | ||
20 Hit Dice: 20,000 |
The Black Clouds are incredibly powerful monsoonlike beings. They appear to be sentient thunderclouds, moving contrary to the course dictated by the wind if it suits them. Their roiling depths do little to conceal the occasional flares of bright red lightning; the winds that precede their coming echo with thunder. Their winds carry particles of soot and ash, darkening the ground and the air as they approach.
As a Black Cloud draws near, the winds increase their fury, blowing not only ashes but also the sand that lay before and beneath the cloud in its previous paths. The sound and fury at this point are rivaled only by the fiercest sandstorms of the desert. If a cloud approaches this closely, the best anyone can hope for is that it will veer away from its course. Otherwise, there is little or no hope of survival.
Combat: All know when a Black Cloud draws near, for the wind increases its speed, blowing hot and hard. The sky darkens, and the winds smell of fire and destruction.
When it reaches its target or when it is challenged by a fool- hardy hero, it unleashes its full fury. (The wind and fire that preceded its approach are dim by comparison.) The winds reach a howling pitch, strong enough to level entire buildings. As individual clouds grow stronger and bigger, their wind becomes ever fiercer, causing up to 6d10 points of damage.
More deadly than the winds are the fiery torrents that the clouds carry. While the winds are immediately destructive, the wind does not spread like the flames. Even after the cloud has moved on, its fires fan up and continue to burn, whipped up and carried by the cloud's winds. Those trapped within the blaze suffer up to 7d10 points of damage, although a successful save vs. breath weapon halves this damage.
Habitat/Society: The Black Cloud combines the elements of fire and air to devastating effect. Their origin is unknown. They have existed since the earliest memories of elven grandfathers. Some claim that the clouds are the result of powerful magicks unleashed in the early days of the world, before men knew of the beneficence of the Loregiver. Others state that they are sent by Fate to punish those who would dare to break her laws.
Nearly nothing is known about how the Black Clouds of Vengeance lead their lives. Indeed, although they are known to be sentient beings, none know (or, at least, none will say) whether these beings are even alive. They might be the tools of the Loregiver, punishing those who fall from the Law, or they may simply be free spirits, moving where their whims take them.
Ecology: The Black Clouds of Vengeance survive by acts of destruction. They most commonly attack cities or large desert encampments, leaving behind only charred husks and windblown scraps. Some clouds are large enough to envelop entire cities, although they never approach cities favored by the enlightened gods (i.e., cities with mosques) or cities frequented by genies.
On the other hand, they somehow seem to know when a city is devoid of gods or genies, and they revel in the destruction that ensues. Perhaps the clouds fear the powers that the gods and the genies wield. Whatever the reason, the clouds encourage piousness in the people of Zakhara.
Black Cloud of
Vengeance
Colossal Aberration (Fire)
Hit Dice: 15d8 + 135 (203 hit points)
Initiative: +1
(Dex)
Speed: Fly
60 (Clumsy)
AC:
23 (-8 size, +1 Dex, +21 natural)
Attacks:
Slam +19/+14/+9
Damage: Slam
2d6+16
Face/Reach: 80 ft by 160 ft/ 50 ft
Special
Attacks: Fire Rain, Wind
Special Qualities: Dark Vision 60
ft, Fire Immunity, Damage Reduction 15/+3, Sense Impiety
Saves: Fort +14, Ref +6, Will
+12
Abilities:
Str 43, Dex 13, Con 29, Int 16, Wis 16, Cha 14
Skills: Intimidate +20, Sense
Motive +16
Feats: Expertise, Flyby Attack, Improved Trip
Climate/Terrain:
Any Desert
Organization: Solitary
Challenge Rating:
20
Treasure: Standard
Alignment: Usually Chaotic Evil or
Chaotic Neutral
Advancement: 16-40 HD (Gargantuan)
These dreadful creatures are incredibly powerful, sentient monsoon-like beings that survive by acts of destruction. They appear as thunderclouds, and can move contrary to the course dictated by the wind if it suits them. Their rolling depths do little to conceal the occasional flares of red lightning; the winds that precede them echo with thunder. Their winds carry particles of soot and ash, darkening the ground and the air as they approach.
Their origins are unknown. They combine the
effects of air and water to devastating effect. They have existed since
the earliest memories of elven grandfathers. Some believe they are tools
of the Loregiver, punishing those who fall from the Law, or they may be free
spirits, moving where their whims take them.
Combat
The Black Clouds of Vengeance
attack individuals with slam attacks of compressed wind. The clouds most
commonly attack cities or large desert encampments, leaving behind only charred
husks and windblown scraps. Some clouds are large enough to envelop entire
cities, although they never approach cities favored by the enlightened gods
(i.e. cities with mosques) or cities frequented by genies. They revel in
the ensuing destruction. When a Black Cloud draws near, the wind increases
its speed, blowing hot and hard. The sky darkens, and the winds smell of
fire and destruction. When it reaches its target (or when it is challenged
by a foolhardy hero), it unleashes its full fury.
Fire Rain (Su):
One of the deadliest attacks of the Black Clouds are the fiery torrents spewed
down out of the clouds. Even after the cloud has moved on, the fires fan
up and continue to burn, whipped up and carried by the cloud's winds.
Those trapped in one of these blazes suffer fire damage equal to (1/3 HD)d10
(round down) per round exposed to the flame. Example: A 15 HD cloud
does 5d10 damage per round. A 30 HD cloud does 10d10 fire damage per
round.
Wind (Ex): The winds of a Black Cloud of Vengeance reach a
howling pitch, strong enough to level entire buildings. Anyone within the
cloud takes (1/3 HD -1)d10 (round down) damage per round from debris
(example: 15 HD cloud does 4d10 damage per round. A 30 HD cloud does
9d10 damage per round).
Sense Impiety (Su): Black Clouds of Vengeance seem to know when a city is devoid of gods or genies, and they revel in destroying those cities. Perhaps the clouds fear the powers that the gods and the genies wield. Whatever the reason, the clouds encourage piousness in the people of Zakhara.