Zephyrak, Malevolent Wind Spirit Huge elemental, Chaotic Evil Armor Class 17 (natural armor) Hit Points 180 (16d12 + 80) Speed 60 ft., fly 120 ft. (hover) STR 20 (+5) DEX 22 (+6) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 12 (+1) Saving Throws Dex +11, Con +10 Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 12 Languages understands Primordial but can't speak Challenge 13 (10,000 XP)
Air Glide. Zephyrak can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Evasion. If Zephyrak is subjected to an effect that allows it to make a Dexterity 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.
Incorporeal Movement. Zephyrak can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Whirling Blades. Zephyrak's body is infused with wickedly sharp, swirling blades of air. When a creature starts its turn within 10 feet of Zephyrak or enters that area for the first time on its turn, the creature must succeed on a DC 17 Dexterity saving throw or take 15 (3d8 + 2) slashing damage.
Tornado Form. As an action, Zephyrak can transform into a powerful tornado for up to 1 minute. While in this form, Zephyrak gains the following benefits: It has resistance to all damage types except force. Its Whirling Blades feature deals an additional 1d8 slashing damage (4d8 + 2 total) to creatures within 10 feet.
It can use the Dash action as a bonus action on each of its turns. It can enter the space of other creatures and stop there. The creature must succeed on a DC 17 Strength saving throw or be knocked prone and take 11 (2d10) bludgeoning damage.
Air Mastery. Zephyrak can control the air within a 1-mile radius of itself. This control allows it to create effects such as strong winds, gusts, and minor weather disturbances. Additionally, Zephyrak can cast the gust cantrip at will. Actions Multiattack. Zephyrak makes two Whirling Blades attacks. Air Blast. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d8 + 6) force damage. The target must succeed on a DC 17 Strength saving throw or be pushed up to 20 feet away from Zephyrak and knocked prone. Legendary Actions Zephyrak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Zephyrak regains spent legendary actions at the start of its turn.
Air Burst. Zephyrak releases a burst of intense air in a 20-foot radius centered on itself. Each creature in that area must succeed on a DC 17 Strength saving throw or be pushed up to 30 feet away from Zephyrak and take 11 (2d10) bludgeoning damage. Blade Sweep. Zephyrak makes one Whirling Blades attack. Gale Force. Zephyrak increases its flying speed by 30 feet until the end of its turn. Zephyrak, the malevolent wind spirit, is a powerful and deadly guardian of the air above the Ringing Mountains in the Dark Sun setting. Its fierce tornado form and razor-sharp blades of air make it a formidable foe for any who dare to enter its domain.
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