Huge giant, Neutral Good
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 200 (16d12 + 96) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 10 (+0) | 22 (+6) | 18 (+4) | 16 (+3) | 16 (+3) |
| Saving Throws | Cha +8, Con +11, Wis +8 |
|---|---|
| Skills | Insight +8, Perception +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 17 |
| Languages | Common, Giant |
| Challenge | 13 |
Zephyros has advantage on Wisdom (Perception) checks that rely on smell.
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 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.
Zephyros makes two staff attacks.
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..
Ranged Attack Roll: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
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