Zephyros

Huge giant, Neutral Good

Armor Class

14 (natural armor)

Hit Points

200 (16d12+96)

Speed

walk 40 ft.

Saves

Con +11, Wis +8, Cha +8

Skills

Insight +8, Perception +8

Languages

Common, Giant

Challenge

13

Keen Smell

Zephyros has advantage on Wisdom (Perception) checks that rely on smell.

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/Day each: feather fall, fly, misty step, telekinesis • 1/Day each: control weather, gaseous form

Spellcasting

Zephyros is a 12th-level spellcaster. his spellcasting ability is Intelligence (spell save DC 17; +11 to hit with spell attacks). He has the following wizard spells prepared: • Cantrips (at will): mending, message, prestidigitation, ray of frost, shocking grasp • 1st level (4 slots): charm person, comprehend languages, magic missile, shield • 2nd level (3 slots): crown of madness, gust of wind, levitate • 3rd level (3 slots): nondetection, protection from energy, tongues • 4th level (3 slots): conjure minor elementals, greater invisibility, Otiluke's resilient sphere • 5th level (2 slots): cone of cold, contact other plane • 6th level (1 slots): mass suggestion

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 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.

Multiattack

Zephyros makes two staff attacks.

Staff of the Magi

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..

Rock

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.