Holy Weapons. Zephyr's weapon attacks are magical. When Zephyr hits with any weapon, the weapon deals an extra 8d6 radiant or 8d6 necrotic damage (included in the attack).
Innate Spellcasting. Zephyr's spellcasting ability is Wisdom(spell save DC 24). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility, alter self, minor illusion
3/day each: blade barrier, dispel evil and good, major image, hypnotic pattern
1/day each: control weather, greater invisibility, freedom of movement
Magic Resistance. Zephyr has advantage on saving throws against spells and other magical effects.
Movement on the Wind. Zephyr can take the Dash, Disengage, and Hide actions as a bonus action.
Extraordinary Survivability. Once per day, when Zephyr would be reduced to 0 hit points, Zephyr is instead reduced to 1 hit point.
Regeneration. Zephyr regains 22 (4d8 + 4) hit points at the start of each of his turns.
Strong Grasp. Zephyr cannot be disarmed against his will.
Multiattack. Zephyr makes two greatsword attacks.
Twilight Sword (Radiant). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (8d6) radiant damage.
Twilight Sword (Necrotic). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (8d6) necrotic damage.
Ephemeral Longbow. Ranged Weapon Attack: +13 to hit, range 150/300 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (8d6) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Healing Touch (4/Day). Zephyr touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Draconic Imbuement. As a bonus action, Zephyr can reduce his regeneration by 1d8 to imbue a creature of his choice within 5 ft with a part of his strength for 1 minute. Any creature who has been imbued gains 1d8+4 hit points at the start of Zephyr's turn. Zephyr regains the 1d8 if he removes his imbuement on a creature or that creature dies.
Dragonification. As a bonus action, Zephyr can transform into a dragonoid human unlocking various abilities and granting him 60ft flying speed for 1 minute.
Dragon Fear. As a bonus action, Zephyr can roar, forcing each creature of his choice within 30 feet to make a DC 20 Wisdom saving throw. A target automatically succeeds on the save if it can't hear or see you. On a failed save, the target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Ring of Purification. As a reaction, when taking damage from a spell, Zephyr can reduce the damage by 4d8
Spell Split. As a reaction, when a creature makes an attack roll as part of casting a spell targeting Zephyr, Zephyr can use his weapon to attempt to cut the magic. Zephyr makes a +10 against the casters spell save DC to cause the spell to fail.
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.
Teleport. Zephyr magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Dragon's Breath (Costs 2 Actions). Zephyr emits a powerful burst of flame from his mouth. Each creature of its choice in a 30-foot cone must make a DC 24 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Zephyr targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Zephyr can take 1 mythic action, at will, choosing from the options below. Only one mythic action option can be used at a time. Zephyr regains spent mythic actions at dawn.
Time Reversal. Zephyr returns to a fixed point in time, no greater than 10 years prior, with all of his current memories. This feature can not be used again until 10 years have passed.
Temporal Jump. Zephyr can teleport to any location within 12,000 miles which he has been to in the current history (Can NOT return to a location if he has only been there during a time that does not exist any longer).
Previous Versions
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3/12/2024 8:31:48 PM
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2
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0
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1.0
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Coming Soon
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