Amphibious. Zephyr can breathe both air and water.
Bloodline Support. If any of Zephyr's hatchmates (siblings) are nearby and flanking, he will get an additional +2 to hit and imposes disadvantage on attacking creatures.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) piercing damage plus 2. [rollable]
Tail. Melee Weapon Attack: Hit: 6 (1d8 + 2) to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeningdamage plus 2. [rollable]
Acid Breath (Recharge 5–6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: Hit: 6 (1d8 + 2) to hit, reach 10 ft., one target. Hit: 6 (1d8 + 2) bludgeningdamage plus 2. [rollable]. If a creature Zephyr can see within 10 feet of him hits him or any of his siblings with an attack roll, he can use his reaction to swipe his tail to get in an extra attack. A crit will not deal double damage, but rather knock the attacking creature prone.
Screech. Zephyr, after hit by an attack, ignores all conditions and lets out a loud screech, alerting Nix and his siblings.
Lair and Lair Actions
Burrow. When inside his lair (the bag), if Zephyr takes the hide action, any creature searching for him will automatically trigger an attack of opportunity from Nix if she is within 5 ft of the bag (ignoring reaction rules). Otherwise, he gets advantage on stealth.
Previous Versions
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4/2/2024 2:35:56 PM
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