Armor Class
14
Natural
Hit Points
80
(10d12 + 2)
Speed
30 ft.
STR
12
(+1)
DEX
16
(+3)
CON
14
(+2)
INT
8
(-1)
WIS
12
(+1)
CHA
10
(+0)
Saving Throws
DEX +5, CON +4
Damage Resistances
Slashing, Ranged Attacks
Damage Immunities
Petrified (Aberrant Armor Only)
Senses
Passive Perception 12
Languages
Any one language
Challenge
4 (1,100 XP)
Proficiency Bonus
+2
Traits
Time stop: During his turn up to three times a day he can stop time and attack. Players will need to make a DC 14 DEX saving throw of take (1d4) Damage.
Multi attack: Zephyr can make two attacks on his turn.
Actions
Claw Slash: +6 to hit (2d6+2)
Knife Throw: 3 attacks +6 to hit (1d6+2)
Reactions
Parry Stance: If Zephyr stops moving and just stands there, it means he's taunting the player into attacking him. If the player does so, Zephyr will stop time and rush to slash them. This will freeze the player in place till their next turn and they take 1d4+2 slashing damage.
Description
"A demon with mastery over time."







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