THE SHARED REFERENCE Adventurer

Monster

Zephyros

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Official reference · SKT · 2014

Creature type
Giant
Size
Huge
Armor class
14 (natural armor)
Hit points
200 (16d12 + 96)
Speed
Walk 40 ft.
Challenge rating
13
Alignment
Neutral Good
Strength
27
Dexterity
10
Constitution
22
Intelligence
18
Wisdom
16
Charisma
16
Passive Perception
17
Saving Throws
con: +11; wis: +8; cha: +8
Skills
insight: +8; perception: +8
Languages
Common, Giant

Traits

Keen Smell

Zephyros has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Fling

Zephyros tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Zephyros's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.

Wind Aura

A magical aura of wind surrounds Zephyros. The aura is a 10-foot-radius sphere that lasts as long as he maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Zephyros gains a +2 bonus to his AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

Multiattack

Zephyros makes two staff attacks.

Staff of the Magi

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, or 23 (3d8 + 10) bludgeoning damage if used with two hands. This damage is considered magical..

Rock

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Innate Spellcasting

Zephyros's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light

3/day each: feather fall, fly, misty step, telekinesis

1/day each: control weather, gaseous form

Spellcasting

Zephyros casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17, +11 to hit with spell attacks):

At will: message, prestidigitation, ray of frost

2/day each: gust of wind, levitate, magic missile

1/day each: cone of cold, contact other plane (cast as 1 action), greater invisibility, mass suggestion, nondetection, Otiluke's resilient sphere, protection from energy, tongues

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