Large Celestial, Chaotic Evil
Armor Class 18 Plate Armor
Hit Points 180 (20d10 + 80)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws STR +9, DEX +7, WIS +5
Damage Immunities Thunder
Condition Immunities Paralyzed, Stunned
Senses Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

 

 

Thunderstrike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 bludgeoning damage plus 1d8 lightning damage.

Lightning Bolt. Ranged Spell Attack, +8 to hit, range 120 ft., one target. Hit: 5d8 lightning damage.

Blighted Roar: Zephyrath lets out a horrifying roar, creating an aura of decay within a 30-foot radius. Any creature that starts its turn or enters the aura must make a DC 15 Constitution saving throw or suffer 3d6 necrotic damage.

Legendary Actions

Arakoth can take 3 legendary actions at the end of another creature's turn. It regains spent legendary actions at the start of its turn.

  • Lightning Whip: Zephyrus makes a melee weapon attack with a whip crackling with electricity, dealing 2d6 slashing damage plus 1d8 lightning damage.
  • Storm Surge: Zephyrus releases a powerful surge of lightning energy in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 5d10 lightning damage on a failed save, or half as much damage on a successful one.
  • Wrath of the Tempest: Zephyrus channels his fury, unleashing a devastating storm of lightning strikes. Lightning bolts rain down within a 60-foot radius centered on Zephyrus. All creatures in that area must make a DC 18 Dexterity saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one.

Description

Zephyrath is hulking mass of darkness and electrical energy. He is the physical embodiment of electrical destruction. Zephyrath is only called upon to bring about the end of the world.

presleycwitt