Zephyr Wraith - AI-generated fantasy Monster

Zephyr Wraith

The first Zephyr Wraiths were said to be the breath of guardians who died while trying to hold back a blasphemy at a holy height. In death, the oath did not end. It fractured. The result was not a ghost but a storm with a grievance. Priests tell that when a shrine is broken by betrayal, the air remembers. In Breach at Shattered Faith, the pair is often interpreted as the lingering consequence of a vow shattered at the exact moment a holy seal cracked open, leaving the sanctuary forever half-haunted by the wind that escaped.

MediumUndead(undead)CR Hardtypically chaotic evil

Zephyr Wraith

undeadwraithstormwindskirmishercontrollerflyinghaunted-sanctuary
HP85AC15SPD0 ft., fly 50 ft. (hover)CRCR 3PerceptionStealth
STR
10
DEX
16
save
CON
18
save
INT
14
WIS
15
save
CHA
12
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 force damage.
Slipstream Reflexes. The wraith has advantage on Dexterity saving throws while it is flying and has not been grappled, restrained, or incapacitated.
Hungry Draft. A Zephyr Wraith can enter a hostile creature's space without provoking opportunity attacks. The first time each turn it does so, that creature must succeed on a Wisdom saving throw or be unnerved until the start of its next turn, granting advantage on the next attack against it.
Unsettled by Benediction. If a Zephyr Wraith starts its turn in bright sunlight or within a consecrated sanctum that has been properly blessed, it has disadvantage on attack rolls until the start of its next turn.
Galeclaw Rend. Melee Weapon Attack: to hit, reach 5 ft., one creature. Hit: 14 () necrotic damage plus 4 () thunder damage, and the target must succeed on a Strength saving throw or be pushed up to 10 feet directly away from the wraith. If the target is Large or smaller, it also can't take reactions until the start of its next turn.
Hollow Windbolt. Ranged Spell Attack: to hit, range 60 ft., one creature. Hit: 10 () thunder damage, and the target must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Wail of the Empty Sky. The wraith exhales a shrieking cyclonic burst in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 13 () thunder damage and being deafened until the end of its next turn on a failed save, or half as much damage on a successful one.
Crosswind Jolt. When a creature the wraith can see moves within 5 feet of it, the wraith can force that creature to make a Strength saving throw. On a failure, the creature is pushed 10 feet in a direction of the wraith's choice, without provoking opportunity attacks from the wraith's allies. If the creature ends this movement in a hazardous space, it immediately takes 3 () thunder damage.
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