Angelic Weapons. Zephyros's weapon attacks are magical. When Zephyros attacks with any weapon, the weapon deals an extra 36 (8d8) thunder damage, lightning flashes and roaring thunder is audible within a radius of 500 feet.
Destructive Wrath. Any lightning or thunder damage Zephyros deals to objects and structures is doubled.
Divine Awareness. Zephyros knows if he hears a lie.
Innate Spellcasting. Zephyros's spellcasting ability is charisma (spell save DC 26). He can innately cast the following spells, not requiring material components:
- at will: control weather, control winds, detect evil and good, feather fall, invisibility (self only), wind walk, zephyr strike
- 3/day: blade barrier, destructive wave, divine word, dispel evil and good, haste, holy aura, resurrection
- 1/day: commune, gate, mass heal
Legendary Resistance (3/Day). If Zephyros fails a saving throw, he can choose to succeed instead.
Magic Resistance. Zephyros has advantage on all saving throws against spells and other magical effects.
Warding Winds. Strong winds blow around Zephyros in a 30-feet radius, which extinguish any open flames, impose disadvantage on ranged weapon attacks against him and automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Multiattack. Zephyros can use his Thunderous Battlecry. He then makes two attacks with his Stormcleaver or three attacks with his Lightning Javelin.
Stormcleaver (Greatsword). Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 36 (8d8) thunder damage and the target must make a DC 26 strength saving throw or is pushed up to 10 feet away and knocked prone.
Lightning Javelin. Ranged Spell Attack: +18 to hit, range 600ft., one target. Hit: 36 (8d8) lightning damage.
Flying Sword. Zephyros releases his Stormcleaver to hover magically in an unoccupied space within 5 feet of him. If Zephyros can see the sword, he can mentally command it as a bonus action to fly up to 60 feet and either make one attack against a target or return to his hands. If the hovering sword is targeted by any effect, Zephyros is considered to be holding it. The hovering sword falls if Zephyros dies.
Thunderous Battlecry. Zephyros unleashes a battlecry infused with divine energy, accompanied by flickering lightning and rolling thunder. All creatures of his choice who are within 120 feet of Zephyros and aware of him are under one of the two following effects, depending on whether they are friend or foe:
- Friend: The creature feels bolstered. For the next minute, it can't be charmed or frightened, gains 10 temporary HP at the start of each of its turns and can add a d4 to all attack rolls, ability checks and saving throws.
- Foe: The creature must make a DC 26 Wisdom saving throw or is frightened for one minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Once the effect ends for one creature, it can't be affected by Zephyros's battlecry again for the next 24 hours.
Healing Touch (6/day). Zephyros touches another creature. The target magically regains 60 (12d8+6) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Thunderous Wrath. When Zephyros is hit by a melee weapon attack, all creatures within 10 feet of him must make a DC 26 Constitution saving throw. On a failure a creature takes 18 (4d8) thunder damage and is pushed up to 10 feet away and knocked prone. On a success, a creature takes half as much damage and is not pushed.
Zephyros can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zephyros regains spent legendary actions at the start of its turn.
Teleport. Zephyros magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Command Allies. Zephyros chooses up to six creatures he can see within 120 feet of himself. These creatures each can use their reactions to immediately move up to their speed and make one weapon attack with advantage on the attack roll, dealing an additional 9 (2d8) thunder damage.
Attack. Zephyros makes an attack with his Stormcleaver, regardless of whether he is holding it or is using his Flying Sword trait, or with his Lightning Javelin.
Cast a Spell. (costs 2 actions). Zephyros casts one of his spells.
Wind Blast (costs 2 actions). Zephyros creates a massive blast of gale-force winds in a 90-foot cone. Each creature there must succeed on a DC 26 Strength saving throw. On a failure, it takes 36 (8d8) bludgeoning damage and is flung up to 60 feet away from Zephyros, landing prone. On a success, it takes half as much damage and suffers no additional effects.
Description
An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Immortal Nature. An angel doesn't require food, drink, or sleep.
Solar. A solar is godlike in its glory and power.
On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.
The Storm Herald
Zephyros, also known as the Storm Herald, is one of the few known solars. Formed from the astral essence of benevolent gods combined with the relentless wrath of the primordial storms, he is an unyielding warrior, an embodyment of divine rage.
Zephyros usually appears as a roughly 10 feet tall, muscular humanoid figure with dark hair, glowing yellow eyes and great white, angelic wings. He is clad in a suit of full plate armor made of blackened Mithral with a white scapular worn over it and wields an enormous greatsword known as the Stormcleaver, with lightnings constantly crackling around its mighty blade.
Like all solars, Zephyros has a great desire to purge evil creatures from existence, however he is, more than others, actively fighting and destroying the bastions of evil - it is said that this serves as a vent for him to release the ever-accumulating wrath of the primordial storm within himself in a controlled manner, and if he wouldn't be able to release it, the wrath would grow so strong that he could eventually lose control of it and thus of himself...
Many fear Zephyros due to his destructive wrath and view him as a harbringer of disaster. However, he is still a solar, lawful good, and those who know him well say he actually has a heart of gold, one just should be careful to not anger him - he despises injustice, can be a good and caring friend, a loyal companion and is a respectful warleader, who doesn't send in his forces recklessly only to watch them dying.
Leader of celestial armies. The Storm Herald is known to lead vast armies of celestial forces, including lesser angels like planetars or battleforce angels, and sometimes even powerful mortal warriors, to war - which is why some call him by titles like Warlord of the Sky or similar. The march of these armies is like rolling thunder, and their wrath is unstoppable and relentless. Zephyros prefers leading his armies from the front, unleashing a tremendous battlecry, which echoes over the battlefield like rolling thunder, using primordial rituals to call devastating thunderstorms and using his divine might to protect and empower those who are on his side, while his sword smashes through the foe's defenses on its own.
Blessing of the Storm Herald. The Storm Herald blesses those who fight with him, and might even share a spark of his power with those he deems worthy. A creature blessed by the Storm Herald gains the following benetis for the next 24 hours:
- The creature's strength score becomes 25 if it isn't already 25 or higher.
- The creature is considered to be under the effects of an investiture of wind spell.
- The creature gains immunity to lightning and thunder damage.
- The creature can cast the zephyr strike and thunderous smite spells at will.
Stormcaller. Zephyros has the power to create storms within 5 miles of himself by performing a primordial ritual for one minute, as if he was casting a spell, for each storm. While he takes control of the weather in this way, any other weather-influencing magic used by mortals and in general beings of lesser power fails.
Each storm he creates spreads out to a radius of up to 500 feet, brings torrential rainfall and strong winds, lightly obscuring the area beneath it, extinguishing any open flames, imposing disadvantage on ranged weapon attacks and automatically dispersing fog, mists, and similar phenomena in the area, whether mundane or magical. Zephyros can have one of his storms under direct control, allowing him to shape its effects as he desires. If Zephyros starts combat with a storm under his control, he has a challenge rating of 30 (155 000 XP).
At initiative count 20 (losing initiative ties), if he has summoned at least one thunderstorm, he can take a lair action to create one of the following effects, he can't choose the same effect twice in a row:
- Lightning Strikes. Zephyros calls down six bolts of lightning from a storm, hitting six points of his choice beneath that storm. Each creature within 10 feet of at least one of these points must make a DC 26 dexterity saving throw, taking 54 (12d8) lightning damage on a failure or half as much on a success.
- Crash of Thunder. Zephyros causes one storm to unleash a deafening crash of thunder. All creatures of his choice in the area beneath that storm must make a DC 26 constitution saving throw, taking 18 (4d8) thunder damage on a failure or half as much on a success. In addition, a creature who fails the saving throw is deafened until the end of its next turn.
- Downburst. Zephyros causes one storm to produce roaring, gale-force gusts of wind combined with intense downpour. All creatures of his choice in the area covered by that storm must make a DC 26 strength saving throw or are knocked prone.
- Hail. Zephyros commands one storm to drop large hailstones. All creatures of his choice in the area beneath that storm must make a dexterity saving throw, taking 9 (2d8) bludgeoning damage or half as much on a success. In addition, the ground in the area counts as difficult terrain for the next minute or until Zephyros uses this action again.
- Whirlwind. Zephyros commands the storm to produce a tornado. The tornado howls down on a point of his choice in the area beneath that storm, works like the whirlwind spell and lasts for the next minute or until Zephyros uses this action again. While the tornado persists, Zephyros can, as a legendary action, move it up to 30 feet in any direction along the ground.
Previous Versions
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11/6/2021 11:46:29 PM
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