The Cloudy Temple is the Legendary Monsters dungeon that generates up on mountain peaks and meadows, a white
Polished Diorite building with Cumulonimbus inside it. Everything in it leads to that one boss and the gear it hands over.
What you’re really going for is the
Air Rune, which the golem drops when it dies. That one item is the ingredient behind the
Axe Of Lightning, the
Wand Of Clouds and a second pair of
Atmospheric Boots, so almost everything the temple unlocks runs through a single kill. Everything else inside, the traders, the
Chests and the Amethyst, is there to get you ready for it.
Finding the Structure
The temple is an Overworld surface structure and it only generates in the mountain biomes and the meadows around them, so you’ll be looking on high ground rather than anywhere flat. Temples sit about 70 chunks apart, so you might walk a long way between two of them. Biomes O’ Plenty and the Aether add four more biomes to the list if you have them installed.
Walking the search is the slow way to do it. The mod gives you the
Eye Of Air instead, crafted from 4
Feathers around a single
Ender Pearl and thrown exactly like an
Eye of Ender. It flies toward the nearest Cloudy Temple within 100 chunks, and like an Eye of Ender it shatters about one throw in five, so bring a couple.
If you’d rather not spend the Feathers, the locate command does the same job and tells you the distance as well. It only works with cheats enabled though, so on most servers the Eye is the way.
Either way, once you’re within sight of it the white walls give it away. Nothing else on a mountain top is built out of
Polished Diorite and
Glass, so it’s hard to walk past.
Layout
The temple is built around a central arena with four wings hanging off it and small side rooms on the ends. It’s nearly all
Polished Diorite,
Diorite Slabs and the mod’s own
Polished Diorite Pillar, with panels of White, Gray and
Black Stained Glass in the walls,
Dark Prismarine trim and
Sea Lanterns for light. There’s no gate and nothing sealed, so you can walk straight in.
The Arena
The central piece
All four wings meet on the central arena, by far the biggest piece in the building. Its
Chests all use the temple’s own table, with
Lecterns ringed around them, and the placed Diamond, Gold and Iron Blocks sit in here too. Two Hovering Hurricanes stand in it and come at you as soon as you’re through the doorway, and Cumulonimbus is here as well, asleep until you get close.
The Tall Wings
Two of the four are towers
Two of the wings are built as towers and stand a good deal taller than the other two. Each one has its own pair of Chests and a Hovering Hurricane, and one of them holds a pair of Stratlings as well. Their Chests are a mix of the temple’s own table and ordinary Dungeon Chests.
The Short Wings
The library and the storage room
The other two wings stay shorter and hold most of the quiet loot. One of them is a library lined with Lecterns, with Chests on both the temple’s table and the ordinary Dungeon table.

The other is a storage room full of
Barrels, with more temple Chests and
Amethyst Clusters growing out of the walls. The Barrels are empty, so you can walk past them.
The Side Rooms
Hung off three of the wings
Four small rooms hang off the wings, and not one of them has a Chest in it. What they do have is Stratlings, two apiece, which is where most of the traders in a temple are. Two of the rooms hold Lecterns and Amethyst Clusters, the other two a small pool of Water and a
Bookshelf.
Mobs
Everything living in the temple is placed there when the structure generates, and none of it despawns or respawns. There are no spawners and no biome spawns for any of these mobs, so once you’ve cleared a temple out it stays cleared, and the only way to find more is to find another temple.
Stratling
Hovering Hurricane
Cumulonimbus
The Hovering Hurricanes are the ones that start fights, and there are four of them in a temple. Up close they slam for 13 damage, and from as far out as 15 blocks they throw a Tornado that picks you up and holds you in place until it expires, about six seconds after the throw.
Blocking with a
Shield stops the Tornado’s damage but not the lift, so on a mountaintop the fall afterward is the real problem. They also shrug off knockback completely, which makes
Bows a poor answer and melee the better one. Their full behavior is on the Hovering Hurricane page.
Stratlings are the odd ones. They never target a player on their own, only
Iron Golems and
Snow Golems, and they’d rather trade with you. Provoke one and you get a slap for 5 and an uppercut for 8, both in a wide arc, and they do take knockback, so you can shove them off a ledge. A dozen or so live in the wings and side rooms.
Trading With Stratlings
Walk up to one and a message tells you to right-click to trade. They don’t level up the way
Villagers do or restock, and each carries 7 offers drawn at random from a pool of sixteen, so two Stratlings in the same room rarely sell the same things. Nearly all of it is paid in
Amethyst Shards, handy since
Amethyst Clusters grow inside the temple itself.
The
Enchanted Book offers are worth a look before anything else, as the enchantment is rolled from the whole weapon, armor, tool, Bow,
Crossbow and
Trident pool at a random level up to its maximum.

The 6
Cloud Rod trade buys the
Music Disc that plays the boss theme, Light Canvas – Advance, which is the only way to get it. There’s more detail on the Stratling page.
Hitting a Stratling doesn’t just lose you that one trader. An angry Stratling calls every other Stratling within 20 blocks and 10 above or below it, and none of them will trade with you while they have a target. Kill them and you get nothing either, as they have no drops at all.
So the order that works is to trade with the Stratlings first, then clear the Hovering Hurricanes, and only loot the Chests once you’re done trading, as opening one near a Stratling turns every Stratling in range against you. Cumulonimbus can wait until you have everything else you came for.
Loot
The temple’s
Chests don’t all use the same table. Most run the temple’s own list, including every one in the central arena, and the rest are ordinary Dungeon Chests with vanilla contents. The temple table rolls twice: a bulk pool that fills most of the Chest, then one extra roll on a shorter list of better items.
On top of the bulk pool, every temple Chest gets one extra roll from a shorter list, which is where the enchanted Diamond gear and the
Enchanted Books come from. Most of the time it’s a
Diamond Axe or a Book, but it can be an
Enchanted Golden Apple or a Diamond Block.
The Enchanted Book is rolled at level 30, and the
Diamond Leggings and Chestplate come out enchanted somewhere between level 15 and 25, so the armor is usually worth wearing straight out of the Chest. The Diamond Axe is the single most common bonus item and you want one anyway, which is covered below in the boss section.
Bring a pickaxe as well, because the
Amethyst Clusters growing in the storage wing, the side rooms and the arena are the cheapest currency you’ll find for the Stratlings. The Diamond Block, the Gold Block and the three Iron Blocks in the arena are all placed by hand and will come out with the right tool. Everything else is
Diorite,
Dark Prismarine and
Glass.
The Hovering Hurricanes and the temple Chests are the only sources of
Cloud Rods, and each Hurricane drops 1 to 3. The Stratlings buy Rods rather than sell them, so clear the Hurricanes on your way through. Rods repair the
Atmospheric Boots and go into both the boots recipe and the
Wand Of Clouds, two of the three things the
Air Rune can become.
The
Axe Of Lightning is the third, and right-clicking with it calls down a line of lightning strikes ahead of you, while holding it makes you immune to lightning damage. The Wand Of Clouds is built for a crowd instead, dropping one large explosive cloud and three smaller ones wherever you right-click an enemy. You only get one Rune per golem, so pick one.
The Boss
There’s no summoning block and no ritual here. Cumulonimbus is placed in the arena when the temple generates and it sits there asleep, with no boss bar and no way to hurt it, until a player comes within 8 blocks of it. It carries 350 health, 10 armor and a follow range of 90 blocks, and once it’s up it will follow you across the whole building.

Two rules shape the fight. While it’s mid swing on a close range attack, any hit over 5 damage is cut down to 4 until three fully charged Axe hits break its shell for good, and every hit is capped at 18 regardless, so a heavily enchanted weapon won’t shorten this much. The full attack list is on the Cumulonimbus page.
Two things will undo your progress. Get 4 blocks above or below it, or more than 15 blocks away, and it stops taking damage, so pillaring up or backing off to shoot does nothing. Lose its attention for about 3 seconds and it regenerates 20 health roughly every three quarters of a second. Kill it and it drops the
Air Rune along with a pair of
Atmospheric Boots.
Those boots are worth wearing even if you plan to spend the Rune elsewhere. They give 4 armor points and 4 armor toughness, cut Fall Damage in half and never lose durability, which on a building this tall matters more than it sounds.
Exploration & Strategy
A full run through the temple means the traders, four Hovering Hurricanes and the boss, so go in prepared for all three rather than just the last one. The list below covers what you’ll want on you before you climb.
Set your spawn outside before you go in. The temple generates on a mountainside, and between the Tornadoes throwing you around and a boss chamber that sits well above the ground, a death here usually means a long climb back up and a good chance your items landed somewhere off the side of the building.
Clear the arena first and leave the towers alone until it’s quiet. The Hovering Hurricanes are the only thing in there that starts on you, and fighting them one at a time is a lot kinder than getting caught between two of them in the open hall. Keep a wall at your back where you can, as the Tornado drops you wherever it is when it expires.
Do the Stratlings before the boss rather than after. Mine the
Amethyst Clusters on the way through and trade for whatever
Enchanted Books and
Diamonds are on offer, and you’ll walk into the fight better geared. A Stratling only locks its 7 offers in once you’ve opened its trades, so one with nothing useful may have a new list the next time the world loads it.
For the golem itself, stay on its level and stay engaged, as backing off switches your damage off and gives it time to regenerate. Don’t lean on the
Shield either, since its heavier swings put a blocking Shield on cooldown and any hit that lands cancels a
Golden Apple mid bite. Open with the Axe in your main hand, then swap to whatever hits hardest once the shell is off.
FAQ
It’s a surface structure in the Overworld’s mountain and highland biomes, so Grove, Jagged Peaks, Frozen Peaks, Snowy Slopes, Stony Peaks, Meadow and Cherry Grove. Temples sit about 70 chunks apart, which makes one uncommon enough that an
Eye Of Air is usually quicker than looking. Biomes O’ Plenty and the Aether add four more biomes if those mods are installed.
They never target a player on their own, they only go for
Iron Golems and
Snow Golems, so you can walk right past them or trade with them instead. Killing them gains you nothing either, as they have no loot table at all. The one thing to avoid is hitting one by accident, since it alerts the rest and none of them will trade while they’re angry.
Each temple has one Cumulonimbus and it drops exactly one
Air Rune, which doesn’t stretch far when the
Axe Of Lightning, the
Wand Of Clouds and the
Atmospheric Boots all want one. The golem doesn’t respawn once it’s dead, so a second Rune means another temple. The boots at least come free with the kill, so in practice the choice is between the Axe and the Wand.
Usually it’s one of four things. It’s asleep and untouchable until a player gets within 8 blocks, its shell cuts any hit over 5 damage down to 4 while it’s mid swing, every hit is capped at 18, and standing 4 blocks above or below it or over 15 blocks away turns your damage off. Fall damage, lightning, explosions and thrown Potions do nothing to it either.





