Huge giant, neutral good
- Armor Class
- 14 (natural armor)
- Hit Points
- 200 (16d12 + 96)
- Speed
- 40 ft.
- Challenge
- 13 (10,000 XP)
- Saving Throws
- Cha +8, Con +11, Wis +8
- Skills
- Insight +8, Perception +8
- Senses
- passive Perception 17
- Languages
- Common, Giant
Traits
Zephyros has advantage on Wisdom (Perception) checks that rely on smell.
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.
Spellcasting
Zephyros's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:
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):