Call to the Earth. while in a fight, Warden Zephyr can change the terrain giving him advantage if he made the area difficult terrain. (Radius 65ft.)
Hammer Strike. Warden Zephyr strikes every creature in a 5ft. radius dealing 7d10+13, this action always hits no matter what
Earthern Shield. Warden Zephyr raises 20ft. line of the terrain near him (10ft.) as a cover, this lasts 2 rounds.
Second Swing. Warden Zephyr can use Hammer Strike as his bonus action, but he will need to roll 1d20da+8 to hit.
Vine Charge. Warden Zephyr uses his powers to send a vine to capture the target dealing 2d12 damage.
Earthshatter. (1/day) Warden Zephyr uses his Earthern Warhammer to strike the ground near him dealing 60 damage to every creature he struck, after that the ground shatters in a 35ft. cone knocking everyone prone.
Description
Warden Zephyr is the last remaining Warden of the 4 Seal Stones Protecting the Earthern Seal Stone from any unworthy creature who seeks it.
Before becoming a warden Zephyr used to be the chief of his tribe until coming across the Earthern Warhammer and the Earthern Seal Stone. Soon his skin started to turn into wood and he received incredible powers to control and shape the nature around him
Warden Zephyr believes no-one shall have the Earthern Seal Stone because he believes everyone wielding a weapon is evil, although if anyone without a weapon will try to take the Earthern Seal Stone he would not resist (according to legend)
When defeated, Warden Zephyr gives his Warhammer(search in homebrew content) and the Earthern Seal Stone
Lair and Lair Actions
Warden Zephyr Always located at the heart of a forest.
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