Small Fey (Archfey), Chaotic Good
AC 19 Natural    Initiative +8 (18)
HP 304 (32d10 + 128)
Speed 60 ft., walk 40 ft.
Mod Save
STR 19 +4 +4
DEX 20 +5 +5
CON 18 +4 +21
Mod Save
INT 20 +5 +5
WIS 18 +4 +22
CHA 26 +8 +30
Skills Arcana +12, Insight +15, Performance +15
Resistances Lightning, Radiant
Immunities Bludgeoning, Piercing, and Slashing from Mundane Attacks; Charmed, Frightened, Paralyzed
Senses Darkvision 120ft, Truesight 120ft, Passive Perception 15
Languages All
CR 23 (XP 50,000; PB +7)
Traits

Legendary Resistance (3/day). If Zephara fails a saving throw, she can choose to succeed instead.

Magic Resistance Zephara has advantage on saving throws against spells.

Spellcasting. The [Zephara] is a 18th-level spellcaster. her spellcasting ability is [Charisma] (spell save DC 23, +15 to hit with spell attacks). [Zephara] has following [sorcerer] spells prepared:
Cantrips (at will): [shocking grasp], [firebolt], [minor illusion], [dancing lights], [thunderclap]


1st level (4 slots): [thunderwave], [witch bolt], [shield]

2nd level (3 slots): [blur], [gust of wind]

3rd level (3 slots): [blink], [fire ball], [lightning bolt]

4th level (3 slots): [storm sphere], [dimension door]

5th level (3 slots): [control winds], [wall of light]

6th level (2 slots): [chain lightning], [globe of invulnerability]

7th level (2 slots): [crown of stars], [teleport]

8th level (1 slot): [sunburst]

9th level (1 slot): [blade of disaster]

twice per short rest Zephara can use teleport as a free action

Actions

Multiattack. Zephara makes a spell attack, and two weapon attack, or three weapon attacks.

Action Melee Attack. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 11 (3d6 + 7) [slashing], and (2d6) [lightning] damage. after each attack Zephara can teleport up to 60 ft to an unoccupied space.

Bonus Actions

goddess protection. as a bonus action Zephara forms a blue magic armor on herself increasing her ac by +5

Reactions

static Escape. If Zephara takes damage, she can use a reaction to turn in a bolt of lightning and teleport to a space up to 100 feet away, If the attacker is within Melee range it takes 2d8 lightning damage.

Legendary Actions

Zephara can take 4 legendary actions, choosing form one of the options below. Only one legendary actions can be at a time and at the start of her or end of her turn. Zephara regains spent legendary at the end of the round.

Lightning Dart (Costs 1 Actions) Zephara turn into a lightning bolt a darts 100 feet long 10 feet wide in a line hitting all enemy's for 40 lightning damage

Kinetic slam (Cost 1 Action) Zephara fly s up high and at almost light speed slams down and hits all creatures in a 40 foot radius with 80 force damage and the ground become difficult terrain.

Storm of the Fae (Cost 2 Actions) Zephara flys at high speeds forming a 60 foot radius 300 foot high cylinder cyclone of dense wind a lightning all enemy's in the cyclone take 60 force damage and 60 lightning damage on their turn and movement speed is half, if a enemy is within 10 feet of the center of the cyclone they are sucked up to the top and fall back down unless they can fly. This storm lasts till the start of Zephara's next turn

Mythic Actions

Wind reborn. When Zephara's hp reaches 0  in combat she becomes the wind and storm

Goddess of the storm(Costs 1 Actions). Zephara gains 50 hp back and becomes the wind she can only use Melee attacks all her attacks have advantage and now do 3d10 lightning, 3d10 slashing, and 3d10 force damage she only gets 1 action per turn only

Description

Zephara is a fair and playful looking fairy with long wavy blonde hair, blue eyes, and wings that look like the night sky

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Planar (Feywild)

gillieassassin

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