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
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
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 |
|---|---|---|---|---|---|
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2/21/2022 2:29:51 PM
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3
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0
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Coming Soon
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