Legendary Resistance (3/Day). If Zubaea fails a saving throw, he can choose to succeed instead.
Sultans Benevolence. If Zubaea dies, his body disintegrates into a warm breeze, if he is not killed on the elemental plane of air, he regenerates somewhere in the elemental plane of air.
Breath of The Boundless Blue (Recharges after a Short or Long Rest). If Zubaea would be reduced to 0 or less, his current hit point total instead reverts to 200 hit points, he regains any expended uses of Legendary Resistance. Additionally, the sultan can now concentrate on an unlimited number of create whirlwind effects simultaniously as well as use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 84,000 XP (168,000 XP total) for defeating Zubaea the Generous after his Breathe of The Boundless Blue activates.
Innate Spellcasting. Zubaea 's innate spellcasting ability is Charisma (spell save DC 19, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Multiattack. Zubaea makes three scimitar attacks, a mix between Updraft and Downdraft.
Updraft. Melee Weapon Attack: +15 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 12 (4d6) lightning damage, the creature then must make a DC20 Strength saving throw or be launched 10 feet upwards, held aloft akin to the levitate spell without the slow falling until the start of Zubea's next turn.
Downdraft. Melee Weapon Attack: +12 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 12 (4d6) thunder damage, if the struck creature is airborne they must make a DC20 strength saving throw or immediately fall to the ground
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point Zubaea can see within 120 feet of him. The whirlwind lasts as long as Zubaea maintains concentration (as if concentrating on a spell). Any creature but Zubaea that enters the whirlwind must succeed on a DC 20 Strength saving throw or be restrained by it. Zubaea can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if Zubaea loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 20 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Zubaea 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. Zubaea regains spent legendary actions at the start of his turn.
Mote of Lightning. Zubaea chooses a point he can see within 100 feet of him, a riddle of lightning riddles out from that point in a 10 foot radius sphere. Each creature in the sphere must make a DC18 dexterity save or take 10(2d8) Lightning Damage.
One with the Wind. Zubaea Moves up to half his fly speed without provoking opportunity attacks.
Call Upon the Tempest(Costs 2 Actions). Zubaea uses their Create Whirlwind action.
If Zubaea’s Breath of The Boundless Blue trait has activated in the last hour, he can use the options below as legendary actions.
Grasping Winds. Zubaea uses their Create Whirlwind action twice.
Suppressing Squall(Costs 2 Actions). A viscious storm whips up within a 30 foot radius sphere of Zubaea, any number of creatures of the sultans choice must pass a DC18 Strength saving throw of be pushed to the edge of the Squall and be knocked prone.
Suffocate (Costs 3 Actions). Zubea steals the air of one breathing creature he can see within 60 feet of him. The target must make a DC 21 Constitution saving throw. On a failed save, the target drops to 0 hit points and is dying. On a successful save, the target can’t breathe or speak until the start of its next turn.
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