Ring of Spell Storing. Zephyr has a Ring of Spell Storing and has Flame Blade and Fireball stored in it. The Flame Blade takes on the apearance of two Chakrams, one in each hand.
Elven Chain. Zephyr wears an Elven Chain, already used in his AC.
Bound Flames. If Zephyr throws his Chakrams, he can call them back to his hand as a bonus action.
Multiattack. Zephyr can attack twice using the Eternal Flames, striking one with each hand.
Eternal Flames. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 5 (1d8 + 5) slashing damage plus 3d6 fire damage, or Ranged Weapon Attack: +9 to hit, reach 15 ft., 1 target. Hit: 5 (1d6 + 5) slashing damage plus 3d6 fire damage if thrown. Zephyr can only attack like this when he has used the "Flame Blade" spell in his Ring.
Hellish Rebuke. When attacked, Zephyr can use the Hellish Rebuke spell.
Zephyr has one legendary action that he can take one his Health is below 50% (80). He can take this action at the end of another creature's turn.
Remember Me. Forces a creature within 15ft. to make a Dex saving throw DC 16, on a fail, they take 12d6 fire damage, or half as much on a success.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Zephyr takes a lair action to cause one of the following effects; Zephyr can’t use the same effect two rounds in a row:
- Zephyr cretes a ring of fire in an area of 30ft. around him. While inside the ring, a creature takes 1 fire damage at the start of it's turn. If a creature leaves/enters the ring, they must make a CON saving throw (DC 13) taking 2d6 fire damage on a fail, or half as much on a sucess. If Zephyr takes 20 or more damage in a turn, the ring of fire is dissmissed.
- If the Ring of fire is active, Zephyr creates a burst of fire and forces a creature to make a DEX saving throw (DC 14) taking 3d6 fire damage on a fail, or half as much on a sucess. If not, Zephyr doesn't use a lair action this turn.
Previous Versions
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7/7/2020 6:02:40 PM
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Coming Soon
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