Spellcasting. Zephyria is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, minor illusion
1st level (4 slots): mage armor, magic missile, charm person
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): counterspell, fireball
Dark Magic. Zephyria can use her reaction to impose disadvantage on an attack roll or saving throw targeting her if the attack or spell comes from a source she can see.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Dark Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 15 (4d6) necrotic damage.
Summon Shadow (1/Day). Zephyria magically summons a shadow in an unoccupied space within 30 feet of her. The shadow acts as an ally of Zephyria. The shadow remains for 1 minute, until it or Zephyria is reduced to 0 hit points, or until Zephyria dismisses it as a bonus action.
Enter the description for how bonus actions work for your monster here.
Misty Escape. When Zephyria takes damage that would reduce her to 0 hit points, she can use her reaction to turn invisible and teleport up to 60 feet to an unoccupied space she can see. She remains invisible until the start of her next turn or until she attacks or casts a spell.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Zephyria prefers to stay at a distance and use her spells to control the battlefield and inflict damage. She starts combat by casting mage armor on herself to bolster her AC. She uses charm person or sleep to disable enemies, allowing her to focus on ranged attacks. In dire situations, she employs invisibility to reposition and continue her assault from a concealed position.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.







Comments