Medium Humanoid, Chaotic Evil
AC 23    Initiative +20 (30)
HP 345 (30d8 + 210)
Speed 40 ft.
Mod Save
STR 26 +8 +16
DEX 18 +4 +12
CON 24 +7 +15
Mod Save
INT 14 +2 +2
WIS 22 +6 +14
CHA 20 +5 +5
Skills Athletics +16, Deception +13, Insight +14, Intimidation +13, Perception +22, Stealth +12, Survival +14
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 32
Languages Common, Draconic, Elvish, Infernal
CR 26 (XP 90,000; PB +8)
Traits

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

Magic Resistance. Zephyritha has Advantage on saving throws against spells and other magical effects, and Spell attack rolls have Disadvantage against her.

Reckless. At the start of her turn, Zephyritha can gain Advantage on all melee attack rolls during that turn, but attack rolls against her have Advantage until the start of her next turn. 

Actions

Multiattack. Zephyritha makes two attacks.

Flail of Tiamat. Melee Attack Roll: +19, reach 5 ft. Hit: 20 (2d8 + 11) Force damage, or 24 (2d8 + 15) Force damage while raging plus 12 (5d4) AcidColdFireLightning, or Poison damage (Zephyritha's choice). 

Chromatic Flames (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 49 (14d6) AcidColdFireLightning, or Poison damage (Zephyritha's choice). Success: Half damage.

Bonus Actions

Rage (Recharges after a Short or Long Rest). Zephyritha enters a rage. The rage lasts for 10 minutes or until Zephyritha is Incapacitated. While raging, Zephyritha gains the following benefits:

  • Zephyritha has Advantage on Strength checks and Strength saving throws. 
  • When she makes a melee weapon attack, Zephyritha gains a +4 bonus to the damage roll. 
  • Zephyritha has Resistance to all damage except Force damage. 
  • Zephyritha has a Fly speed equal to her Speed and can hover. 
Reactions

Retaliation. Trigger: Zephyritha takes damage from m a creature within 5 feet of her. Response: Zephyritha makes one melee weapon attack against the creature. 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Zephyritha can expend a use to take one of the following actions. Zephyritha regains all expended uses at the start of each of her turns.

Aggressive Assault. Zephyritha moves up to half her movement speed, and makes a weapon attack. 

Queen's Authority. Zephyritha choose up to 4 allies she can see within 60 feet of her. If the target can see and hear her, the target can use its Reaction to move up to half its speed or make one weapon attack. Zephyritha can’t take this action again until the start of her next turn.

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