Zephyr Artifice (5e Creature)
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Zephyr Artifice[edit]
Large construct, any alignment Armor Class 18 (natural armor)
Proficiency Bonus +6 Artificed Weapons. The artifice's weapon attacks are magical. When the artifice hits with any weapon, the weapon deals an extra 22 (5d8) radiant damage (included in the attack). Flyby. The artifice doesn't provoke opportunity attacks when it flies out of an enemy's reach. Immutable Form. The artifice is immune to any spell or effect that would alter its form. Magic Resistance. The artifice has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. The artifice makes three attacks. Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage and 22 (5d8) radiant damage. Ray of Light. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage. Radiant Beam (Recharge 5-6). The artifice fires a beam of light in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save or half as much damage on a successful one.
LEGENDARY ACTIONSThe artifice can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The artifice regains spent legendary actions at the start of its turn. Move. The artifice moves up to its speed without provoking opportunity attacks. |
Animated by faith, a zephyr artifice is blessed with extreme speed and agility. These constructs fly with wings that are massive compared to the rest of their body. |
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