Small Dragon, Chaotic Good
Armor Class 17 Natural Armor
Hit Points 128 (16d8 + 56)
Speed 80 ft., walk 40 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +7, CON +6, WIS +5, CHA +5
Damage Resistances Lightning, Thunder
Condition Immunities Prone
Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 13
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. 

Storm Glide: Ignore Difficult Terrain caused by wind or storms. She can hover and doesn't need to land at the end of her turn.

Electrified Scales: Any creature that Hits Zephyra with a melee attack takes 3(1d6) lightning damage.

Breeze of Renewal. Whenever Zephyra takes the Dodge action, a soothing current swirls around her. she and allies within 10ft gain 5hp

Keen Senses. Zephyra has adv on wisdom(perception) checks that rely on sight or hearing.

 

Bonded Ability: 

Actions

Action Name. Multiattack - one Bite and one Tail

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 13 (2d8 + 4) piercing damage plus 1D8 [Lightning] damage.

Tail Whip. Melee Weapon Attack: +7 to hit, reach 10ft., 1 target. Hit: 12 (2d6 + 4) Bludgeoning damage.

 

Bonus Actions

Bonded Ability - Storm Step: We both turn to lightning teleporting within 20 foot range that can be seen, no opportunity attacks may occur, until my next turn once attack an attacker takes 2d8  lightning damage

Reactions

Lightning Reflex: When Zephyra would be hit by a ranged attack, she can use her reaction to gain +2 AC until the end of that turn.  If the Attack misses, lightning arcs off her scales dealing 5(1d10) lightning damage to the attacker if they're within 30ft.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Thunderous Breath (Recharge 5-6). Zephyra exhales a storm blast in a 30-foot cone. Each creature in that area must make a DC 15 Con Save, taking 36 (8d8) Thunder damage and get pushed 10 feet away, on a failed save half damage. 

If an ally is within the cone, they are instead healed for 10(3d6) hit points by the electrical surge as it revitalizes their energy

Healing Wind (3/Day):  as an action, Zephyra exhales a gentle spiraling gust that mends wounds and refreshes weary allies.  All creatures of her choice within 20 feet regain 20(4d8 + 2) hit points and are cleansed of one condition: blinded, deafened or 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

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 (Elemental Plane of Air)

aiparrag3

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