Zephyros

(Storm King's Thunder)

Huge giant, Neutral Good

Armor Class14 (natural armor)
Hit Points200 (16d12 + 96)
Speed40 ft.
STRDEXCONINTWISCHA
27 (+8) 10 (+0) 22 (+6) 18 (+4) 16 (+3) 16 (+3)
Saving ThrowsCha +8, Con +11, Wis +8
SkillsInsight +8, Perception +8
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 17
LanguagesCommon, Giant
Challenge13

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 concentration 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 Attack Roll: +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 Attack Roll: +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 each/day: feather fall, fly, misty step, telekinesis

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

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