Multiattack. The elemental makes four slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Whirlwind (Recharge 4–6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Change Form. Zephrys can use the many winds surrounding him to become a monochrome type of any species, without any special abilities. Ex. a dragon without a breath weapon.
Transportational Winds. Zephrys puts his full attention on a single target, which must make a DC 20 Dex Save. On a failed save, the target is sent to the elemental plane of air. On a successful save, the target is flung 30 (3d10) feet, and takes 6 bludgeoning damage for every ten feet it was thrown
Description
Zephrys is a Humongous creature at first glance, however, it is actually only a Large creature with a lot of winds surrounding a golden sphere from which all of the winds of the world.







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