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Zephyros
- STR
- 27 (+8)
- DEX
- 10 (+0)
- CON
- 22 (+6)
- INT
- 18 (+4)
- WIS
- 16 (+3)
- CHA
- 16 (+3)
Zephyros has advantage on Wisdom (Perception) checks that rely on smell.
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
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
Actions
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.
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.
Zephyros makes two staff attacks.
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..
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
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Source: Storm King's Thunder, p. 33 - Licenses and attribution