Step of the Wind. The Zephyrs' movement does not provoke opportunity attacks. Additionally, as a bonus action, the Zephyr can make increase its speed by 30 ft..
Thunder Form. The Zephyr can move through spaces as narrow as 1 inch without squeezing. It can also enter another creature's space and stop there. When it is in a creature's space, the creature must make a DC 16 Constitution saving throw, taking 11 (2d10) thunder damage on a failed save, or half as much on a success.
Multiattack. The Zephyr makes three melee attacks or two ranged attacks
Slam. Melee Weapon Attack:, +7 to hit, reach 10 ft., one target. Hit: 16 (3d10) thunder damage
Thunder Cannon. Ranged Weapon Attack:, +7 to hit, range 80/320 ft., one target. Hit: 13 (3d8) thunder damage
Roar (3/day). The Zephyr lets out an ear-splitting roar. Each creature within a 30 ft. cone centered on the Zephyr that is not deafened must make a DC 16 Constitution saving throw taking 22 (4d10) thunder damage or half as much on a success.
Description
Zephyr's are magical thunder beings that can be associated with a gentle breeze, or the west wind. In combat, Zephyr's let out ear shattering roars that rend all who can hear it, and attack with mighty thunder cannons. Although formidable and Chaotic natured, Zephyr's are generally gentle and good natured. They hate Elemental Evil, Especially Dao and Gargoyles, and assist the Aarakocra in keeping the plane of Air free from such incursions. They favor roiling and threatening winds which they embody as their terrain, and can most often be found their. They can speak, but prefer to keep quiet most of the time.







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