Medium Fiend, Chaotic Evil
AC 19 (Gleaming Veil Robes)    Initiative +5 (15)
HP 450 (39d8 + 273)
Speed 30 ft., fly 60 ft.
Mod Save
STR 22 +6 +6
DEX 18 +4 +11
CON 24 +7 +14
Mod Save
INT 21 +5 +5
WIS 19 +4 +11
CHA 25 +7 +14
Skills Insight +19, Perception +19, Stealth +12
Vulnerabilities Radiant
Resistances Cold, Fire
Immunities Necrotic, Psychic; Charmed, Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 29
Languages Abyssal, Common, Demodand, Infernal, Telepathy 120 ft.
CR 21 (XP 33,000; PB +7)
Traits

Legendary Resistance (3/Day). If Zephyron fails a saving throw, it can choose to succeed instead.

Abyssal Enigma. Zephyron's presence cloaks all magical auras within 30 ft., preventing magical detection and identification unless a successful DC 20 Intelligence (Arcana) check is made.

Dimensional Step. At the start of its turn, Zephyron can choose to become incorporeal. While incorporeal, it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spellcasting. Zephyron's innate spellcasting ability is Charisma (spell save DC 22). It can cast the following spells:

Actions

Multiattack. Zephyron makes two attacks: one with its Soul Tendril and one with its Mindrend Gaze.

Soul Tendril. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) psychic damage, and the target must succeed on a DC 22 Wisdom saving throw or be frightened until the end of their next turn.

Mindrend Gaze. Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 40 (8d6 + 12) psychic damage and the target must succeed on a DC 22 Wisdom saving throw or be stunned until the end of Zephyron's next turn.

 

Bonus Actions

Reaping Transposition. Zephyron swaps places with any creature within 100 ft. as a bonus action. The target then takes 15 necrotic damage.

Legendary Actions

Zephyron 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. Zephyron regains spent legendary actions at the start of its turn.

Ethereal Whispers. Zephyron makes a perception or insight check.

Grip of Despair. Zephyron attempts a Soul Tendril attack.

Description

Description: Drifting from the crimson flares of Carceri, Zephyron the Soulflayer commands a presence that defies mortal comprehension. With a shadowy form that flickers between corporeal and ethereal, its limbs constantly ripple like oil on water. Erupting haphazardly from its torso are spectral tendrils, wavering as though caught in a perpetual tempest. Its gaze is shrouded in an opaque fog, veiling the infernal intensity lurking beneath. The mere whisper of its voice hypnotizes, luring the unwary into an inescapable dance of despair.

Lore: Within the phantom mists of Orthys, Zephyron's name is both a curse and a reverence. The demodand's reign over the Carceri prison-plain is whispered among the damned, feared for its power to warp reality and torment the souls ensnared within its grasp. Legends speak of Zephyron's role in the descent of tyrants, its whispers guiding them deeper into treachery.

Demodands

Demodands, also called gehreleths, are Fiends from the Tarterian Depths of Carceri. Cast into the prison plane long ago for forgotten transgressions, these bitter, wicked creatures have appointed themselves the jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.

Demodands that manage to leave Carceri know they’re doomed to return; a demodand that dies outside Carceri re-forms there in a torturous process that takes 2d20 days. Even those who survive on other planes find themselves eventually dragged back, pulled by some planar tether.

Habitat: Planar (Lower Planes)

Treasure:  Relics

WilliamTaylor7652

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