- Innate Spellcasting. Zephor’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can cast the following spells, requiring no material components.
- At will: detect magic, charm person
- 3/day each: dispel magic, fire bolt, suggestion, wall of fire
- Keen Smell. Zephor has advantage on Wisdom(Perception) checks that rely on smell.
- Legendary Resistance (3/day). If Zephor fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
- Magic Weapon. The devil's weapon attacks are magical.
- Pounce. If Zephor moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 21 Strength saving throw or be knocked prone. If the target is prone, Zephor can make one claw attack or one battleaxe attack as a bonus action against it.
- Running Leap. With a 10-foot running start, Zephor can long jump up to 50 feet.
- Multiattack. Zephor makes two attacks with its claw, and then two battleaxe attacks or two slam attacks. If it uses the battleaxe two-handed, it can’t also make claw attacks that turn.
- Battleaxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage, or 28 (4d10 + 6) slashing damage if used with two hands to make a melee attack.
- Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
- Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
- Summon (1/day). Zephor summons 2d6 bearded devils, 2d4 barbed devils, 1 bone devil, or 1 erinyes. The summoned devil appears in an unoccupied space within 60 feet of Gorson, but can’t summon other devils. It remains for 1 minute, until it or Gorson is slain, or until Gorson takes an action to dismiss it.
If the target is prone, Zephor can make one claw attack or one battleaxe attack as a bonus action against it.
Reaction Name. Enter the description for your action.
Zephor 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. Zephor regains spent legendary actions at the start of its turn.
- Jump. Zephor leaps up to 25 feet in any direction without provoking attacks of opportunity.
- Rake (Costs 2 Actions). Zephor rakes its forepaws at one prone creature within 5 feet, attacking twice with its claw attack.
- Ferocious Roar (Costs 3 Actions). Zephor releases a thunderous roar, audible out to 100 feet. Allies of Zephor who can hear it gain 19 (4d6 + 5) temporary hit points. Hostile creatures must make a DC 20 Wisdom saving throw. On a failed saving throw, the target takes 19 (4d6 + 5) psychic damage and is frightened for 1 minute. On a successful saving throw, the target takes half damage and is not frightened. While frightened, the target must drop whatever it is holding and use its action to Dash away from Zephor. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to Zephor’s Ferocious Roar for 24 hours.
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
Magically disguised as a tiefling warlock known as Gaaron. Zephor, is a great bull-like devil that serves Zariel as Duke of Avernus/Advisor in a ruthless plot to dethrone Zariel. He has been able to gain her trust in this deception and he is in fact a rival devil biding his time to take her down and replace her as archdevil of Avernus.
Zephor stands 12 feet tall and weighs 4,500 pounds.
Zephor usually begins combat by leaping on a foe and rending it to pieces with his claws. Those that survive this onslaught are subjected to a massive assault by his great battleaxe. Zephor attacks relentlessly and only stops when all foes are dead. Those that attempt to flee are run down and slaughtered.
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