The Hovering Hurricane is the cloud creature that guards the Cloudy Temple, and it’s the mob you’ll be fighting most often while you work your way through the place. It drifts along on two long arms, it walks the floor rather than flying, and you’ll normally see it coming down a hall well before it reaches you.
The slam it throws up close is straightforward enough to read, the tornado is the part that gets people killed, since it lifts you off the floor and holds you there while everything else in the room keeps swinging. Kill one and you’ll get
Cloud Rods, which are the material behind the
Wand Of Clouds and the
Atmospheric Boots.
Spawning
Hovering Hurricanes only come from the Cloudy Temple. There’s no biome spawn entry for them anywhere in the mod, so you won’t meet one wandering the mountains at night, and light level and Y level don’t come into it either. The ones inside the temple are placed when the structure generates and they’re marked as persistent, so they’ll still be standing there when you come back.
Temples generate on the surface in the cold, high biomes, roughly 70 chunks apart, so there’s a fair amount of travel between one and the next. Two Hurricanes stand on the arena floor underneath Cumulonimbus and two of the wings off the arena carry one each, four in a temple. The Stratlings sharing the halls won’t start anything with you, so the Hurricanes are the ones to watch.
If cheats are enabled, the command above will point you at the nearest Cloudy Temple. Otherwise an
Eye Of Air will do the same job, which is 4
Feathers around an
Ender Pearl, thrown and followed like an
Eye of Ender.
If you want one somewhere else, the
Hovering Hurricane Spawn Egg will place one anywhere you like, and it behaves exactly the same outside the temple. The config also carries a health multiplier for them if you want the temple harder or softer than it ships.
Behavior
It goes for players on sight from about 20 blocks out, and it will go for
Iron Golems and
Snow Golems as well if you’ve brought any. It ignores Cumulonimbus completely, and its slam passes straight through other Hurricanes, though a tornado will pick up anything living that walks into it, another Hurricane included.
Attacks
There are only two attacks. Up close it winds both arms up and brings them down after about three quarters of a second, hitting everything in a half circle in front of it. That reach is longer than the distance it starts the swing from, so backing off a block won’t save you, you want about 5 blocks of air or a pillar between the two of you.

The other attack plants it in place and throws a tornado, and that one reaches 15 blocks. Nothing stops it throwing while you’re standing right next to it either, so closing the distance doesn’t take the tornado off the table.
It keeps turning to face you through the whole animation, so strafing early just drags its aim along with you, and the sidestep only works once the tornado is out. The 2 second cooldown only starts after the animation, so the gap between tornadoes is nearer 4 seconds, and that’s your window to close in or put a wall in the way.
Slam
Tornado
Of the two, the slam is the one you can block and step away from, whereas the tornado has to be dodged, as once it has you there’s no getting out early. The rest of this section is about that tornado.
The Tornado
The tornado appears just in front of the Hurricane and travels in a straight line along the floor, picking up speed as it goes. You’re not able to shoot it down or hit it, and it won’t turn once it’s out, so the whole answer is to not be standing in the line it was thrown along.
It Catches You
11 damage on contact
Contact deals 10 damage plus 5% of your maximum health, which is 11 for a normal player and more if you’re running extra hearts from armor or a modpack. Holding a
Shield up takes that damage out entirely, though the Shield won’t stop what comes next.
It Lifts You
About 3 blocks up
You get put on top of the tornado, roughly 3 blocks off the ground, and it stops moving the moment it has you. Sneaking out doesn’t work, since it cancels the sneak of anything inside it every tick, and you can’t walk, back off or reposition for the rest of it.
It Drops You
About 6 seconds after it was thrown
The tornado breaks up about 6 seconds after it left the Hurricane and drops whatever it was holding. One that never caught anything gives up a little sooner, at around 5 seconds, so a dodged tornado clears the room on its own.
Killing the Hovering Hurricane that threw it deletes the tornado instantly, which is the fastest way to free someone who is stuck in one. Fire matters here as well, a tornado that has passed over flames catches light, and one that is alight when it grabs you sets you burning for 3 seconds on top of everything else.
While a tornado holds you, you can’t move out of a slam, and the second Hurricane in the arena has that entire window to walk over and use it. Pull them apart and take them one at a time rather than fighting both in the open.
Because of this, the second Hovering Hurricane in the arena is the real danger, not the one that threw the tornado. Deal with them one at a time wherever you can, even if that means backing out of the arena to split them.
Weaknesses and Immunities
It’s a 30 health mob, so it dies quickly, though 5 armor cuts what you deal by 20% and that stretches the fight by a swing or two. Nothing moves it, either. Its knockback resistance is full, so a Knockback sword, a Punch Bow and the shove you’d normally get from a hit all do nothing, and you can’t push one away from a doorway or off a ledge.
It walks the floor like anything else, and gravity applies to it. It chases at the same pace as everything else in the temple, so walking backwards won’t open any ground, and a corner or doorway is the only thing that reliably buys you room. It doesn’t reset either, so one you left on half health will still be on half health when you come back.
Drops
Every Hovering Hurricane drops
Cloud Rods when it dies, and nothing else. There’s no chance involved, you’ll get between 1 and 3 from each one, and Looting doesn’t change that, so a temple’s four Hurricanes give you anywhere from 4 to 12 rods.
The drops glow and sit on the floor far longer than ordinary items, so a fight that drags you across three rooms won’t cost you the loot. You can finish the room first and come back for the rods afterward, rather than diving for them mid fight.
Cloud Rods feed two recipes. One goes into the
Wand Of Clouds with an
Air Rune and an
Iron Ingot, and two more go into the
Atmospheric Boots alongside a pair of Diamonds and another Air Rune. The boots cut fall damage by 50% and never wear out.
Air Runes come off Cumulonimbus, so the rods are the half of each recipe you can gather before you ever fight the boss. Cumulonimbus also drops a pair of Atmospheric Boots outright, so in practice the rods you bank are for the Wand Of Clouds unless you want a second pair.
Chests inside the temple turn up a Cloud Rod now and then as well, though it’s the rarest thing in the pool and most rolls give you
Amethyst Shards,
String,
Feathers or
Gold Ingots instead. Clearing the Hurricanes is the reliable way to get them.
Tips
Carry a
Shield and keep it up whenever one plants itself to throw. Blocking takes out both the slam and the tornado’s contact damage, which is most of what the mob has, and the only thing it won’t stop is being picked up.
Fight them in the doorways rather than in the open arena. A corridor gives one tornado a straight line to you at a time and keeps the second Hurricane out until you’re ready. The pair on the arena floor can be cleared before you touch the boss, as Cumulonimbus doesn’t stir until something comes within about 8 blocks, and it sits 16 blocks above them.
Bring a
Bow for the approach. It comes for you from about 20 blocks and has to walk the whole way, and the tornado only reaches 15, so there are shots to take before it has anything that answers back. Skip Knockback and Punch on anything you’re taking in there, they’ll do nothing to a Hurricane, and Sharpness is doing more work against 5 armor.
Watch where you’re standing when a tornado is out, as being dropped 3 blocks is nothing but being dropped 3 blocks past the edge of a temple walkway is a long way down. Feather Falling covers that, and so do the
Atmospheric Boots once you’ve got the rods and an
Air Rune.
None of these are essential for a 30 health mob. The temple has two of them in the arena plus the boss though, so the gear you’d bring for Cumulonimbus covers the Hurricanes as well.
FAQ
They’re placed inside the Cloudy Temple when it generates and they don’t spawn naturally anywhere else, so the mountain and cherry biomes the temple uses are the only place you’ll find one in a normal world. Two stand in the boss arena and two of the side wings carry one each. Outside of that, the
Hovering Hurricane Spawn Egg is your only option.
It holds you until it breaks up on its own, about 6 seconds after it was thrown, and sneaking won’t get you out because it cancels the sneak of anything inside it. Killing the Hurricane that threw it removes the tornado straight away, so that’s the quick answer if you’re fighting alongside someone. Otherwise it’s a matter of riding it out and blocking whatever else is walking over.
They’re the crafting material for the
Wand Of Clouds and the
Atmospheric Boots, which take 1 rod and 2 rods respectively. Both recipes also want an
Air Rune, and that only comes off Cumulonimbus, so you’ll be sitting on the rods for a while before either one is craftable. Each Hurricane gives 1 to 3 rods, so three or four kills covers both recipes.
The boss only stirs once something gets within about 8 blocks of it, and it sits 16 blocks above the arena floor where the Hurricanes stand, so the pair down there can be dealt with first. Do it first, since fighting them with a boss bar already up means tornadoes pinning you in place during the parts of that fight where you need to move.





