| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 20 | +5 | +8 |
Fiendish Endurance (1/Day).
If The Cuddlepot is conscious when Zephyros drops to 0 HP, he instead drops to 1 HP and gains 40 temporary hit points. The Cuddlepot immediately moves up to 60 feet toward Zephyros, and Zephyros summons two Musical Clones.
Bardic Inspiration (4/Short Rest).
As a bonus action, Zephyros grants a Bardic Inspiration die (d8) to a creature within 60 feet.
Combat Flourishes.
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Defensive Flourish: When hit by an attack, Zephyros may use his reaction to add the Bardic Inspiration die to his AC until the start of his next turn.
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Offensive Flourish: After hitting with a melee weapon attack, he may add the die to the damage.
Extra Attack (Spellstrike Performer).
Zephyros can attack twice when he takes the Attack action, replacing one attack with a cantrip.
Zephyros summons two illusory clones within 30 feet. Each clone has AC 14, 8 HP, and is immune to poison and psychic damage. The clones take no actions and simply play eerie, haunting music.
While at least one clone is active:
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Zephyros has resistance to all damage.
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The Cuddlepot is immune to the Charmed and Frightened conditions.
The clones remain until destroyed or dismissed by Zephyros as a free action.
Animate The Cuddlepot (1/Day).
Zephyros animates The Cuddlepot, which acts immediately after him in initiative.
Rapier (Second Glance). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 piercing damage.
Spellcasting Ability: Charisma (Spell Save DC 16, +8 to hit with spell attacks)
Cantrips (at will): Vicious Mockery, Starry Wisp, True Strike, Minor Illusion
1st level (4 slots): Faerie Fire, Dissonant Whispers, Command
2nd level (3 slots): Mirror Image, Enlarge/Reduce, Hold Person
3rd level (2 slots): Hypnotic Pattern, Dispel Magic
Bardic Inspiration (4/Short Rest).
As a bonus action, Zephyros grants a d8 Inspiration die to a creature within 60 ft.
Combat Options:
• Defensive Flourish: Use reaction to add the die to AC when hit by an attack.
• Offensive Flourish: Add the die to damage after a hit.
Cutting Words (Reaction).
When a creature Zephyros can see makes an attack roll, ability check, or damage roll, expend Bardic Inspiration to subtract the die from the roll.
Zephyros can take 3 legendary actions, only one at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn.
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Here, Boy! The Cuddlepot moves up to 60 feet toward Zephyros. If it ends adjacent to him, Zephyros gains 1d8 + 5 temporary hit points.
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Captive Audience. One creature within 60 feet must make a DC 16 Wisdom saving throw or be Charmed until the end of its next turn. While Charmed, it must immediately use its reaction to move as close as possible to Zephyros and cannot willingly move away.
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Power Chord. Each enemy within 20 feet must make a DC 16 Wisdom saving throw. On a failure, the creature takes 3d8 lightning damage and has disadvantage on its next attack roll before the end of its next turn. On a success, it takes half damage.
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Break a Leg. Zephyros commands The Cuddlepot to move up to its speed and make one Slam attack against a target of Zephyros' choice.
Description
Zephyros Myth is a dazzling tiefling bard whose talent and fame mask a dark allegiance. Cloaked in charm and theatrics, he is an agent of the Grudge Choir, manipulating melody to unravel the veil between worlds. Onstage, he’s a legend. In battle, he orchestrates chaos with clone illusions, thunderous chords, and the monstrous power of his enchanted construct companion.
Lair and Lair Actions
Zephyros can use one lair action per round. He cannot repeat the same one two rounds in a row.
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Thunderstruck (Cooldown 1d3 rounds). Up to three chains surge with lightning. Each creature within 5 feet of a chain must make a DC 15 Dexterity saving throw or take 2d10 lightning damage and be pushed 5 feet (half damage on success, no push).
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Static Spotlight (Cooldown 1 round). One creature must make a DC 15 Dexterity saving throw, taking 2d6 lightning damage on a failed save or half as much on a success. The next attack roll against the target has advantage.
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Discordant Echo (Cooldown 1d3 rounds). Each creature within 10 feet of Zephyros or a clone must make a DC 15 Wisdom saving throw or take 2d6 psychic damage and be deafened until the end of their next turn. Half damage and no deafen on a success.
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Curtain Fall (Once per encounter or after a clone dies). A 20-foot radius centered on Zephyros or the Crimson Bell becomes heavily obscured until the start of the next round. Creatures inside are blinded unless they can see through magical darkness. Zephyros and The Cuddlepot are unaffected.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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7/2/2025 3:40:28 PM
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3
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2
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Coming Soon
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