Spellcasting: Zephyrith is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Zephyrith can cast the following spells:
- At-will: Gust of Wind, Thunderwave
- 3/day each: Chain Lightning, Control Winds, Wind Walk
- 1/day each: Control Weather, Control Lightning, Chain Lightning (upcast to 8th-level),
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Multiattack: Zephyrith makes two Slam attacks.
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Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 5) bludgeoning damage plus 10 (2d10) lightning damage.
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Galeforce Burst (Recharge 5-6): Zephyrith releases a powerful burst of wind and lightning in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw, taking 40 (8d8) bludgeoning damage and 40 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the end of Zephyrith's next turn.
Evasive Shift: When hit by an attack, Zephyrith can use its reaction to shift into the Ethereal Plane, making the attack miss unless it can affect ethereal creatures.
Zephyrith 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. Zephyrith regains spent legendary actions at the start of its turn.
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Wind Burst: Zephyrith releases a burst of air in a 30-foot cone. Each creature in that area must make a DC 17 Strength saving throw or be pushed up to 30 feet away from Zephyrith.
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Tempest Strike: Zephyrith makes a Slam attack.
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Galestep (Costs 2 Actions): Zephyrith magically teleports, up to 60 feet to an unoccupied space it can see, and can then make one Slam attack.







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