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Zephyr

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Tony Cruz
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0% found this document useful (0 votes)
113 views2 pages

Zephyr

Uploaded by

Tony Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Zephyr Actions

Medium God
Multiattack.
Zephyr can use its Frightfull Presence and makes five
Armor Class 18 attacks: one with its Bite and 4 with its Slaps.
Hit Points 185 ()
Speed 30 ft. Bite.
Melee Weapon Attack:+10, Reach 10 ft., one target
STR DEX CON INT WIS CHA Hit: 13 (2d6+6) piercing damage
18 22 20 10 16 23 If the damage is a creature, it must succeed on a DC 16 or
(+4) (+6) (+5) (+0) (+3) (+6) be knocked prone.

Slaps.
Saving Throws Dex+12, Int+6, Wis+9, Cha+12 Melee Weapon Attack:+10, Reach 10 ft., one target
Skills Acrobatics+18, Athletics+16, Intimidation+18, Hit: 9 (1d6+6) slashing damage
Perception+9, Performance+18, Sleight of Hand+12,
Stealth+12 Paralyzing Touch (3/day).
Damage Resistances Bludgeoning, piercing, and slashing Melee Weapon Attack:+10, Reach 10 ft., one target
from nonmagical weapons, cold, lightning, thunder Hit: 9 (1d6+6) bl damage plus 21 (6d6) lightning damage
Damage Immunities disease, fire, poison The target must succeed on a DC 16 Constitution saving
throw or be paralyzed for 1 minute. The target can repeat the
Condition Immunities charmed, frightened, poisoned saving throw at the end of each of its turns, ending the effect
Senses passive Perception 19 on itself on a success.
Languages Abyssal, Telepathy 120 ft.
Challenge 10 (5900 XP) Frightful Presence.
Each creature of Zephyr's choice within 30 feet of it must
Proficiency Bonus 3 succeed on a DC 16 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving at
Elastic Body the end of each of its turns, with disadvantage if Zephyr is
within line of sight, ending the effect on itself on a success. If
Zephyr can move through a space as narrow as 6 inches a creature's saving throw is successful or the effect ends for
wide without squeezing. When Zephyr makes a melee attack, it, the creature is immune to Zephyr's Frightful Presence for
Zephyr's reach is 5 feet greater than normal for it size. the next 24 hours.
Magic Resistance
Frightful Constrict.
Zephyr has advantage on saving throws against spells and
other magical effects. Melee Weapon Attack:+10, Reach 10 ft., one target
Hit: 11 (1d10+6) bludgeoning damage plus 15 (2d8+6)
Regenerate psychic damage
Zaphyr regains 10 hit point at the start of its turn. If Zephyr The target is grappled (escape 16) if Zephyr isn't already
takes radiand damage, this trait doesn't function at the start constricting a creature, the target is restrained until the
of Zephyr's next turn. Zephyr dies only if it starts its turn with grappled ends.
0 hit point and doesn't regenerate.
Pie Throw (Recharge 6).
Ranged Weapon Attack:+10, Range 20/60 ft., one target
Hit:
The target must make a DC 16 Dexterity saving throw, or be
blinded, grappled (escape DC 16), and unable to speak. Until
this grappled ends, the target can't breathe, and Zephyr has
advantage on attack rolls against it.

Bonus Actions
Flower Squirt.
Ranged Weapon Attack:+10, Range 30/60 ft., one target
Hit: 7 (2d6) acid damage
The target must succeed on a DC 16 Dexterity saving throw
or have disadvantage on all Charisma saving throws and
ability checks. This effect lasts until the creature finishes a
long rest or until it is affected by a spell like lesser restoration.
Legendary Actions
The Zephyr can take 3 legendary actions, choosing from the
options below. Only one legendary option can be used at a
time and only at the end of another creature's turn. The
Zephyr regains spent legendary actions at the start of its turn.

Bounce away (1 action).


Zephyr turns into a sphere and bounces away without
provoking opportunity attack.

Slap (1 action).

Cast a spell (3 actions).

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