Tiny Monstrosity, Any Chaotic Alignment
Armor Class 12
Hit Points 5 (2d4)
Speed 40 ft., climb 30 ft., fly 40 ft.
STR
3 (-4)
DEX
15 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Perception +5, Stealth +4
Damage Resistances Lightning, Thunder
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 15
Languages Auran
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Insubstantial. Creatures have disadvantage to Perception checks to detect Zephyr, if they rely on smell or sight.

Air Form. Zephyr can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Spirit of Mischief. Choose one of the following effects.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Description

Zephyr is a feline spirit of the tempestwho is attracted to spellcasters who use the magic of the plane of air.

Previous Versions

Name Date Modified Views Adds Version Actions
2/21/2022 2:29:51 PM
3
0
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Coming Soon
SMG33

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