An ancient obelisk creates devastating storms. This powerful artifact is from our upcoming book Weapons of Mass Destruction, a collection of high level threats for your D&D characters to defeat.
The Storm Obelisk
This ancient, rune-covered stone obelisk can be raised from the ground by any powerful spellcaster who utters the right prayers to the god of storms. But the obelisk can only be activated by tracing certain runes with a blood-soaked dagger.
Stage 1
Storm clouds gather over the obelisk and rain pours down in a 500 foot radius. Visibility beyond 60 feet is heavily obscured and open flames are extinguished.
Lighting. Lighting strikes randomly around the obelisk. At the start of each turn you are within 500 feet of the obelisk, roll 1d20. If you roll a 1, a lightning strike hits near you. Each creature within 5 feet of the strike must make a DC 12 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal plate armor has disadvantage on the Dexterity saving throw.
Stage 2
After 1 hour, strong winds swirl around the obelisk in a 1 mile radius. Ranged weapon attacks and Wisdom (Perception) checks that rely on hearing or smell are made at disadvantage.
At the start of each turn you are within 1 mile of the obelisk, roll 1d6 to determine the storm effects.
d6 Storm Effect
- Steady Winds. Each creature in the area must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the obelisk. A creature must spend 2 feet of movement for every 1 foot it moves when moving closer to the obelisk.
- Blinding Rain. Visibility is lightly obscured and open flames are extinguished. Visibility beyond 20 feet is heavily obscured.
- Pounding Hail. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 2d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of the next turn.
- Wind Gust. Each creature in the area must succeed on a DC 15 Strength saving throw or be lifted and thrown in a random direction. Roll a d8 to determine the direction, and 3d4 to determine the distance in 5-foot increments.
- Lightning Strikes. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal plate armor has disadvantage on the Dexterity saving throw.
- Flying Debris. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone.
Stage 3
After 12 hours, the storm around the obelisk expands to a 5 mile radius. At the start of each turn you are within 5 miles of the obelisk, roll 1d6 to determine the storm effects (above).
Tornado. At the start of each turn you are within 1,000 feet of the obelisk, roll 1d20. If you roll a 1, a tornado touches down near you. Each creature in a 30 foot radius area must make a DC 15 Strength saving throw or be restrained inside the tornado.
- Creatures inside the tornado are pummeled by swirling debris and take 3d8 bludgeoning damage per round.
- Creatures restrained by the tornado move with it. Roll a d8 to determine the direction, and 2d10 to determine the distance in 5-foot increments.
- The creature must repeat the saving throw at the start of each of its turns. If it succeeds, the creature is no longer restrained, and falls 5d10 feet to the ground below, taking fall damage.
Destroying the Storm Obelisk
The storms around the obelisk continue until the obelisk is destroyed or deactivated.
The obelisk is invulnerable to physical harm except by weapons that are Very Rare [Tier 3] or higher.
Armor Class: 20
Hit Points: 400
Damage Threshold: 20
The obelisk can be deactivated by tracing the rune sequence that activated it in reverse order. The being that activated the obelisk knows the correct sequence, which can also be discovered through research in a temple of the storm god.
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