Gargantuan Celestial, Lawful Good
Armor Class 21
Hit Points 585 (30d12 + 330)
Speed
STR
24 (+7)
DEX
22 (+6)
CON
28 (+9)
INT
22 (+6)
WIS
30 (+10)
CHA
28 (+9)
Saving Throws STR +16, DEX +15, CON +18, WIS +19, CHA +18
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Condition Immunities Charmed, Grappled
Senses Passive Perception 1
Languages Celestial, Draconic, Telepathy 120Ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 

 

  • Divine Aura: Creatures of evil alignment within 30 feet of Zephyros have disadvantage on attack rolls against him. Additionally, any creature within 30 feet of Zephyros must succeed on a DC 26 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Legendary Resistance (3/Day): If Zephyros fails a saving throw, he can choose to succeed instead.
  • Innate Magic: Zephyros can cast the following spells without material components:
    • At will: Plane Shift, Teleport, Control Weather, Divine Word
    • 3/day each: Wish, Heal, Mass Heal, Finger of Death
    • 1/day each: Meteor Swarm, Time Stop, Power Word Kill
  • Elemental Affinity: Zephyros has resistance to fire, cold, and acid damage. His attacks deal an additional 10 (3d6) radiant damage.

 

Actions

 

  • Multiattack: Zephyros makes three attacks: one with his bite and two with his tail.

  • Bite: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 40 (5d10 + 10) piercing damage plus 18 (4d8) radiant damage.

  • Tail Slam: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d10 + 10) bludgeoning damage plus 15 (3d6) thunder damage.

  • Celestial Strike (Recharge 5-6): Zephyros channels divine energy into his body, creating a wave of radiant and thunderous power. All creatures within a 60-foot cone must make a DC 26 Constitution saving throw, taking 100 (20d10) radiant damage and 30 (10d6) thunder damage on a failed save, or half as much on a successful one.

  • Serpentine Coil (Recharge 5-6): Zephyros constricts around a target within 20 feet of him, crushing them with immense strength. The target must make a DC 26 Strength saving throw or be grappled and restrained. While grappled, the target takes 40 (5d10 + 10) bludgeoning damage at the start of each of its turns. The target can escape by making a Strength (Athletics) or Dexterity (Acrobatics) check against Zephyros's DC of 26 as an action.

 

Mythic Actions

Mythic Actions (3 actions per turn):
When Zephyros is reduced to 0 hit points, he immediately enters a Mythic Phase. During this phase, he gains access to the following mythic actions. Zephyros can take these actions at the end of any creature's turn, as long as he has remaining mythic actions.

  • Divine Resurrection (Costs 2 Actions): Zephyros fully regenerates 100 hit points and immediately re-enters combat at full health. If Zephyros is slain again while in his Mythic Phase, he may attempt to activate Divine Resurrection again after 1 minute.

  • Heavenly Wrath (Costs 2 Actions): Zephyros channels the full fury of the heavens into his body, causing an explosion of radiant energy in a 30-foot radius centered on him. Each creature in the area must make a DC 26 Dexterity saving throw, taking 70 (15d10) radiant damage and being knocked prone on a failed save, or half as much on a successful save.

  • Celestial Unleashing (Costs 1 Action): Zephyros calls upon the power of the celestial realms, granting himself advantage on all attack rolls, saving throws, and ability checks for 1 minute. During this time, his damage is increased by 10 (3d6).

  • Divine Storm (Costs 3 Actions): Zephyros conjures a massive storm of celestial energy, causing a 60-foot radius area around him to become a whirlwind of radiant light and thunderous power. The storm lasts for 1 minute, during which time Zephyros can use his Celestial Strike action at will and deal an additional 10 (3d6) radiant damage with each attack.

Description

Zephyros is a celestial, serpentine guardian of ancient power. He resides in the towering Tower of Lords, located atop the Solitary Mountain, a place of great spiritual and arcane significance. His massive, radiant form commands awe and respect, often appearing as a protector of divine order or a harbinger of cataclysmic events when necessary. His ability to manipulate the elements and divine magic makes him a force to be reckoned with, and his mere presence inspires both reverence and fear.

This CR 30 stat block reflects Zephyros's immense power, divine origins, and his role as a celestial guardian in The campaign. His Mythic actions, elemental affinity, and potent abilities will make him a formidable challenge for high-level parties. Though it Seems it should be More like a 40.

With Mythic Actions replacing the Legendary Actions, Zephyros becomes an even more terrifying force, capable of a dramatic, game-changing return when reduced to 0 hit points. These mythic actions represent his celestial power and his ability to summon devastating waves of divine wrath, resurrection, and protection, making him a nearly unstoppable opponent for high-level adventurers.

Lair and Lair Actions

Lair Actions: (If Zephyros is encountered in his lair, he can take lair actions on initiative count 20)

  • Storm of Light: Zephyros calls down a storm of radiant energy. All creatures within 60 feet of Zephyros must make a DC 26 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much on a successful one.

  • Divine Shield: Zephyros surrounds himself or another creature within 60 feet with a shimmering divine shield. The target gains 50 temporary hit points, and any attacks made against the target have disadvantage for 1 minute.

Previous Versions

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Habitat: Mountain

CHICKENMANN2424829

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