Large Elemental, Neutral
Armor Class 18 natural
Hit Points 209 (22d10 + 88)
Speed 0 ft., fly 90 ft. hover
STR
13 (+1)
DEX
26 (+8)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +13, WIS +7
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Thunder
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Auran, Primordial
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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.

Legendary Resistance (3/Day). If Zephyr fails a saving throw, it can choose to succeed instead.

Immutable Form. Zephyr is immune to any spell or effect that would alter its form.

Magic Resistance. Zephyr has advantage on saving throws against spells or other magical effects.

Magic Weapons. Zephyr's attacks are magical.

Actions

Multiattack. Zephyr makes two slam attacks or a single cutting wind attack.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.

Cutting Wind. Ranged Weapon Attack: +13 to hit, reach 60/180 ft. one target. Hit: 34 (4d12 + 8) slashing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be stunned until the start of its next turn.

Microburst (Recharge 5–6). Each creature within 10 feet of Zephyr must make a DC 17 Dexterity saving throw. On a failure, a target takes 18 (4d8) bludgeoning damage and is flung up 30 feet away from Zephyr in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.

If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Reactions

Dissipate. As a reaction to a single melee weapon attack, Zephyr can dissipate causing a single hit to miss and move up to half its fly speed.

Legendary Actions

Zephyr 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. Zephyr regains spent legendary actions at the start of its turn.

Move. Zephyr can move up to its fly speed.

Slam. Zephyr makes one slam attack.

Cutting Wind (Costs 2 Actions). Zephyr makes one cutting wind attack.

Description

Zephyr, the Black Wind, is an ancient air elemental of unknown age. Some believe this powerful primordial entity is believed to have been formed when Uman breathed life into his creation, Zathroth likely tainted the leftover divine energies of creation to his ends. Regardless, Zephyr is mentioned in histories as having been tasked with guarding mage towers and temples but prefers to rule its small dominion in the Elemental Plane of Air. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/2/2019 9:09:49 PM
0
0
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Coming Soon
6/14/2019 7:17:18 PM
197
3
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Coming Soon

Habitat: DesertMountain

TaAj88

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