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Zephyr

Small Guardian (Tlapixqui) , Neutral Good

Armor Class 14 (Ring of Protection)
Hit Points 37 (5d6 + 10)
Speed 30ft Fly: 30ft

STR
7 -2
DEX
15 +2
CON
14 +2
INT
10 0
WIS
16 +3
CHA
10 0

Saving Throws Con +7, Wis +8, Cha +5
Skills Perception +8, Stealth +7
Damage Resistances psychic, radiant
Senses blindsight 10 ft., darkvision 90 ft., detect evil and good 90 ft., detect magic 90 ft., passive Perception 18
Languages understands Common and Elvish but can't speak, telepathy 180ft.
Challenge N/A




Proficiency Bonus. Zephyr's proficiency bonus is equal to Lynnly's. His proficiency bonus is used to determine his number of hit dice, his bonus to hit, and his bonus to skill checks and saving throws with which he has proficiency (which are listed above). Each time his proficiency bonus increase, so do these statistics.
Zephyr's hit die is a d6, and his hit point maximum is equal to his proficiency bonus x (4 + his Constitution modifier).
Keen Senses. Zephyr has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Weapons. Zephyr's weapon attacks are magical.
Magic Resistance. Zephyr has advantage on saving throws against spells and other magical effects.
Shielded Mind. Zephyr is immune to scrying and to any external effect that would sense his emotions, read his thoughts, or detect his location. In addition, whenever he makes an Intelligence, Wisdom or Charisma saving throw against the charmed condition or some other enchantment effect, he can treat a d20 roll of 9 or lower as a 10.
Telepathic Bonds. At the end of a long rest, Zephyr can make a telepathic bond between himself and up to two other creatures within range of his telepathy. This bond can only be formed with creatures Zephyr shares a close emotional connection to (determined by the player). While he and these creatures have a telepathic bond, Zephyr and any of the other creatures in this bond can communicate telepathically with each other as long as they are within 500 miles of Zephyr.
Zephyr can only maintain telepathic bonds with twelve other creatures at a time. If he tries to form a telepathic bond with another creature, one of the previously-established bonds is broken (the player can choose which bond is broken). These telepathic bonds can be maintained even while Zephyr is unconscious.
Thought Sense. Zephyr can cast the detect thoughts spell, requiring no spell slot or components, and he must finish a long rest before he can cast it this way again. His spellcasting ability for this spell is the same as that of his Shared Spellcasting feature (Wisdom). Zephyr can also cast this spell using Lynnly's spell slots of 2nd level or higher, as if casting a spell using his Shared Spellcasting feature.
Share Sight. If Zephyr currently shares a telepathic bond with Lynnly, as an action on her turn, she can focus on this bond to perceive through Zephyr's senses until the end of its next turn. Lynnly must be in range of Zephyr's Telepathic Bonds feature to be able to perceive through his senses in this way. As long as Lynnly is in range, she can use her action on subsequent turns to maintain this connection, extending the duration until the end of her next turn. While perceiving through Zephyr's sense, Lynnly benefits from all the special sense Zephyr possesses, and she is blinded and deafened to her own surroundings.
Shared Concentration. After forming a lasting bond with Lynnly and her friends, Zephyr has gained the ability to aid them in concentrating on the spells that they cast. As long as Zephyr remains able to communicate telepathically with them (by staying within range of his Telepathic Bond with Lynnly, or within his normal Telepathy range for others), Zephyr can maintain concentration on a spell that one of the others casts. Zephyr is required to make Constitution saving throws to maintain concentration on the spell instead of the caster, along with all the other normal restrictions concentrating on a spell imposes. If the original caster takes damage or must otherwise make a Constitution saving throw on the spells their concentrating on, Zephyr does not need to make a Constitution saving throw himself to maintain concentration on the spell he's concentrating on. However, if Zephyr takes damage or must otherwise make a Constitution saving throw to maintain concentration, he does so for the spell he is personally concentrating as usual. Regardless of which character cast the spell, the spells Zephyr, Lynnly and the others must each maintain concentration for are dealt with separately for each character.
Shared Spellcasting. Zephyr's bond with Lynnly has been strengthened to a point that he can now cast leveled spells that Lynnly can cast. When casting a spell in this way, Zephyr selects a spell from Lynnly's currently prepared spells and expends one of Lynnly's spell slots of an appropriate level. Zephyr cannot cast these spells as a ritual, even if they have the ritual tag; however, Zephyr does not need to provide any material components for the spells he casts, unless the spell's component has a specific cost or is consumed by the spell. He can also use spells with only a Verbal component, if he's Wild-Shaped, but not spells that have a Somatic component. Zephyr uses his own Wisdom as the spellcasting ability for the spells that he casts.
The level of spells that Zephyr can cast improves as his bond with Lynnly is strengthened further. Currently, Zephyr can cast 3rd-level spells from Lynnly's list of prepared spells.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage. Zephyr uses Dexterity for the attack and damage rolls of this attack.
Radiant Breath (1/short rest). Zephyr exhales radiant flames in a 10-foot cone. Each creature in that area must make a Dexterity saving throw, taking 5d4 (1d4 per point of proficiency bonus) radiant damage on a failed save, or half as much damage on a successful one. The DC for this saving throw is equal to 8 + Zephyr's Constitution modifier + his proficiency bonus (DC 15).
Wild Shape. As an action or bonus action, Zephyr can magically assume the shape of a beast that he or Lynnly has seen before. When he uses this feature himself, he expends Lynnly's use of this feature. The CR of the beasts that Zephyr can change into improves as his bond with Lynnly is strengthened further. Currently, Zephyr can wild shape into beasts of a challenge rating of 1/2 or lower. Zephyr has no restrictions on being able to wild shape into beast forms that have a swimming or flying speed, and he uses Lynnly's druid level for determining the duration he can remain in beast form. In addition, while in a beast form, Zephyr gains the benefits of Lynnly's Mighty Summoner class feature.

Reactions

Protective Wild Shape. When Lynnly’s Faithful Summons feature activates, Zephyr can Wild Shape as a reaction, without expending a use of Lynnly’s Wild Shape feature.


 

Created by

JanTheHuman.

Statblock Type

NPC

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