Legendary Resistance (3/day): If Zephyrax fails a saving throw, he can choose to succeed instead.
Rift Master. Zephyrax can open temporary rifts between planes at will. As a bonus action, Zephyrax can create a rift within 120 feet of him. This rift can lead to any plane of existence, as determined by Zephyrax. Creatures within 20 feet of the rift must succeed on a DC 22 Dexterity saving throw or be pulled into it. The rift remains open for 1 minute or until Zephyrax closes it as a free action.
Aura of Chaos. Zephyrax exudes an aura of chaotic energy in a 30-foot radius. Any creature that starts its turn in this aura must succeed on a DC 22 Wisdom saving throw or suffer one of the following random effects, determined by rolling a d6:
(1) - The creature is restrained until the start of its next turn.
(2) - The creature takes 4d10 psychic damage.
(3) - The creature is charmed by Zephyrax until the start of its next turn.
(4) - The creature is frightened until the start of its next turn.
(5) - The creature falls prone and is stunned for 1 round.
(6) - The creature is banished to a random plane for 1 minute.
Spellcasting. Zephyrax is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Zephyrax has the following sorcerer spells prepared, focusing on mind control, illusions, and manipulating his opponents:
Cantrips (at will): Mage Hand, Eldritch Blast, Thaumaturgy, Mind Sliver, Minor Illusion
1st level (5 slots): Shield, Magic Missile, Detect Magic, Dissonant Whispers, Tasha’s Hideous Laughter
2nd level (4 slots): Mirror Image, Misty Step, Hold Person, Phantasmal Force, Detect Thoughts
3rd level (4 slots): Counterspell, Fireball, Fly, Enemies Abound, Hypnotic Pattern
4th level (4 slots): Greater Invisibility, Dimension Door, Confusion, Phantasmal Killer
5th level (4 slots): Teleportation Circle, Wall of Force, Dominate Person, Synaptic Static
6th level (3 slots): Chain Lightning, Mental Prison
7th level (2 slots): Plane Shift, Crown of Stars
8th level (2 slots): Dominate Monster
9th level (1 slot): Wish, Power Word Kill
Multiattack. Zephyrax makes three attacks with his Chaosblade Slash or Riftstrike in any combination. He can replace one of these attacks with Chaotic Wave if available.
Chaosblade Slash (Melee Attack). Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 45 (6d10 + 12) slashing damage plus 18 (4d8) psychic damage.
Riftstrike (Melee Attack). Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 38 (5d8 + 12) slashing damage plus 22 (5d10) force damage. On a hit, a rift in space opens, and the target must make a DC 22 Strength saving throw. On a failed save, the target is pulled 30 feet toward Zephyrax and becomes restrained until the end of its next turn.
Chaotic Wave (Recharge 4-6). Up to 6 creatures that he can see.
The target must succeed on a DC 22 Intelligence saving throw or be overwhelmed by chaotic visions, causing them to suffer disadvantage on all attacks and ability checks until the end of their next turn. On a fail, the target takes 40 (6d8 + 10) force damage or half on a success.
Distorted Time: Zephyrax can make one additional melee weapon attack as part of his next multiattack action. Additionally, his movement speed increases by 20 feet until the end of his next turn.
Unstable Resonance: The chaotic energy around Zephyrax amplifies his power. Until the start of his next turn, his melee weapon attacks score a critical hit on a roll of 18-20.
Rip Through the Rift. If Zephyrax is targeted by a ranged attack, he can use his reaction to tear open a small rift in space, causing the attack to pass through and target another creature within 30 feet of him instead (the original attack roll is used).
Chaotic Counter. When a creature misses Zephyrax with a melee attack, he can use his reaction to force that creature to make a DC 22 Intelligence saving throw. On a failed save, the creature becomes disoriented and suffers disadvantage on all attacks until the end of its next turn.
Zephyrax can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn.
Attack: Zephyrax makes a Rift Strike attack.
Plane Shift (Costs 2 Actions): Zephyrax can shift to any plane of existence and take 2 creatures within 10 feet with him.
Summon Minions (Costs 3 Actions): Zephyrax opens a rift and summons 1d4 minions (such as magmins, vargouilles, or spirit nagas) from the planes to fight by his side.
Description
Zephyrax, The God of Chaos
Zephyrax embodies the very essence of chaos. Towering over most beings, he has a monstrous, ever-shifting form that defies stability. His three gargantuan arms each wield colossal swords, brimming with chaotic energy, and his skin ripples with flickers of light and shadow, constantly changing as if the material world itself struggles to contain him.
His face is a terrifying mask of shifting features—an ever-changing blend of monstrous and humanoid aspects, representing the unpredictable force of chaos. Each of his swords pulses with arcane power, capable of ripping the very fabric of reality with every swing. His presence bends the environment around him, creating rifts, fissures, and surges of wild magic that warp the surroundings and test the sanity of those who dare face him.
Zephyrax's eyes glint with a disturbing intelligence, giving him an eerie, calculating aura despite his chaotic form. His movements seem erratic but are deceptively precise, as if his very being is attuned to the wild, untamable forces that govern the universe.
Personality
Zephyrax revels in confusion and discord. He delights in manipulating the minds of his foes, turning friends against each other or driving them to the brink of madness. While his power is immense, he prefers to toy with his opponents, letting them believe they have a chance before unleashing his devastating abilities. Zephyrax is unpredictable and mercurial, shifting from cold and calculating to enraged and feral in the blink of an eye.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Zephyrax can take one of the following lair actions. He can’t use the same effect two rounds in a row:
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Warping Reality: Zephyrax causes the very fabric of reality to bend within his lair. All creatures within the lair, except for Zephyrax, must make a DC 20 Wisdom saving throw. On a failure, each affected creature is randomly teleported to an unoccupied space within 30 feet of its current position.
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Chaotic Terrain: Zephyrax manipulates the environment. Roll 1d6 to determine how the battlefield changes:
- (1-2) Fiery Rupture: Geysers of flame burst from the ground. Creatures within 10 feet of the geysers must succeed on a DC 22 Dexterity saving throw or take 4d10 fire damage.
- (3-4) Freezing Hail: The temperature suddenly drops, and hailstones the size of fists rain down. All creatures in the lair must make a DC 22 Constitution saving throw or take 3d10 cold damage and have their speed halved until the end of their next turn.
- (5-6) Gravity Shift: Zephyrax alters gravity, making it unpredictable. All flying creatures are forced to land, and all walking creatures' movement becomes difficult terrain until the next lair action.
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Mind Fracture: Zephyrax targets a creature within the lair. The target must succeed on a DC 22 Intelligence saving throw or become overwhelmed by chaotic visions. On a failed save, the creature suffers from short-term madness (as per the Madness table) until the end of its next turn.
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Reality Distortion: Zephyrax conjures a chaotic illusion that blurs the line between real and unreal. All attack rolls made against Zephyrax until the next lair action are made with disadvantage, as his form flickers and distorts.
Previous Versions
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10/17/2024 7:59:08 PM
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