Medium Humanoid (Dragonborn), Chaotic Evil
Armor Class 15 Natural armor
Hit Points 150 (150d10 + 75)
Speed
STR
16 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
14 (+2)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws DEX +4, CON +7, WIS +3, CHA +6
Damage Resistances Fire
Senses Passive Perception 13
Languages Common, Draconic Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Breath Weapon (Recharge 5-6). Zephyros exhales destructive energy in a 20-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.

Spellcasting. Zephyros is a 7th-level sorcerer. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

Cantrips (at will): Mage Hand, Prestidigitation, Shocking Grasp

1st level (4 slots): Shield, Thunderwave

2nd level (3 slots): Gust of Wind, Mirror Image

3rd level (3 slots): Counterspell, Lightning Bolt

4th level (2 slots): Dimension Door, Ice Storm

5th level (1 slot): Cone of Cold

Actions

Legendary Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage 
Flaming blade:  The user can use a bonus action to turn this sword on a blue fire. while its on fire 1d6 fire damage
Fire shield: The sword grants a fire shield +2 AC
Legendary action: 15ft cone make a DC 15 dexterity save or suffer 6d6 fire.

 

Bonus Actions

Fire Step. Zephyros magically enhances his speed for a brief moment. He can use his bonus action to teleport up to 30 feet to an unoccupied space that he can see. This ability allows him to quickly reposition himself in the midst of battle, confounding his foes and gaining a tactical advantage. Zephyros can use this ability once, and he regains the ability to do so after finishing a short or long rest.

Reactions

Spell Deflection. When Thundar is targeted by a spell that requires a Dexterity saving throw, he can use his reaction to impose disadvantage on the saving throw.

Parry. When a creature makes a melee attack against Thundar, he can use his reaction to add +2 to his AC against that attack, potentially causing the attack to miss.

Counterstrike. When Thundar is hit by a melee attack, he can use his reaction to make a melee weapon attack against the creature that attacked him.

Legendary Actions

Legendary Actions

Thundar can take 2 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. Thundar regains spent legendary actions at the start of his turn.

  1. Cantrip. Thundar casts a cantrip.
  2. Arcane Surge (Costs 2 Actions). Thundar releases a surge of magical energy. All creatures within 15 feet must make a DC 14 Constitution saving throw or take 18 (4d8) force damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

 

 

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