Keen Hearing and Smell. The Zephyr has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Avoidance. If the Zephyr is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The Zephyr's body is unstable and it projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Zephyr is incapacitated or has a speed of 0.
Unstable Anomaly. This trait MUST activate only when its health has been depleted by 75% or more. The Zephyr becomes enraged and its body begins to become extremely unstable. This enraged state makes the Zephyr have advantage on Strength and Dexterity checks, and Strength and Dexterity saving throws. When it makes a melee weapon attack it gains a +2 bonus to the damage roll. It also gains resistance to bludgeoning, piercing, and immunity to slashing damage. This anomaly can be ended if the Zephyr is knocked unconscious. Otherwise, this Anomaly only ends when the Zephyr is killed, or all threats to it have been killed.
Multiattack. The Zephyr makes two attacks with its tentacles.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) Piercing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage
Teleport (Recharge 4–6). The Zephyr, thanks to being part Blink Dog, is able to magically teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the Zephyr can make one bite or tentacle attack.
Shrieking Roar. The Zephyr releases a shrieking howl that affect individuals within 100ft of the Zephyr. Creatures within 100ft of the Zephyr and can hear the Zephyr must make a DC 15 Wisdom saving throw. Each creature that fails the saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
The Zephyr is a large monstrosity that was created from those who practiced magic and were seeking to create the ultimate monster to help hunt and destroy their enemies. The Zephyr was on of these creations and is a hybrid between a Blink Dog, Displacer Beast, and Black Pudding. This large monstrosity escaped its creators, and roams the land searching for prey. While it seems to kill with no purpose, it appears to recognize common speech. It is especially hostile to those that it sees are using magic of any kind.
The Zephyr's body is highly unstable and those that have seen it (and lived) can see bubbles come forth from underneath its "skin". The creature appears to be physical but those who have tried to cut the creature notice that its body appears to be covered/merged with a black ooze. This makes it difficult to cut. What is most noticeable about the Zephyr, besides its body is that the creature will release a shrieking howl, which frightens those around it.
When enraged its body becomes unstable, and its eyes turn a bright glowing red with no seen pupils. What was once a slightly solid body has become unstable as its body is seemingly fighting to stay in existence. Once the Zephyr is killed not much can be salvaged from its body as its solid body begins to quickly fizzle away into nonexistence after only a few minutes. After the body has disappeared, all that is left is the black ooze that covered its body.







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