Zephyr Artifice (5e Creature)

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Zephyr Artifice[edit]

Large construct, any alignment


Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40 ft., fly 90 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

Proficiency Bonus +6
Damage Resistances acid, cold, fire, lightning, necrotic, radiant
Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 12
Languages the languages of its creator and any one other
Challenge 20 (25,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

The 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.
Attack (Costs 2 Actions). The artifice makes one attack.
Radiant Burst (Costs 3 Actions). The artifice fires beams of light in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save or half as much damage on a successful one. The artifice then magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

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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