Zephyr Servant - AI-generated fantasy Monster

Zephyr Servant

Old tales call them wind-geniuses or sorcerers' blades. Coastal fishermen tell of strange breezes that guided ships away from wrecks when a zephyr servant was pleased, and of sudden gales that broke nets when it was offended.

HP110AC17SPDFly 60 ft., HoverCR7AcrobaticsStealthPerception
STR
14
DEX
18
save
CON
16
save
INT
10
WIS
14
save
CHA
12
Air Form. The servant can occupy the same space as a creature and can move through creatures and objects as if they were difficult terrain. If it ends its turn inside a solid object, it is shunted to the nearest open space and takes force damage.
Bound Servant. The servant obeys verbal commands of its bound sorcerer. If commanded to fight to the death, it will do so. If the binder uses a free action to recall it, the servant immediately returns to the binder's side and becomes incapacitated for 1 minute while collapsing into a ribbon of wind.
Gust Cloak. As a bonus action the servant can wrap itself in a whirling cloak of condensed air. Until the start of its next turn, attackers have disadvantage on opportunity attacks against it and first melee attack against it grants vulnerability (if a melee hit connects it counts as meeting a condition that allows bonus push effects).
Evasive Currents. If the servant succeeds on a Dexterity saving throw to take half damage from an effect, it instead takes no damage.
Multiattack. The zephyr servant makes two attacks: one with its Tempest Claw and one with Gust Bolt.
Tempest Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 () slashing force as condensed wind slices through flesh and armor.
Gust Bolt. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 13 () force damage. On a hit, the target must succeed on a Strength saving throw or be pushed 15 feet away and knocked prone if it hits an obstacle.
Duskwind Snare. The servant summons a howling gust to tug at one creature within 30 feet. The target must succeed on a Strength saving throw or be moved 20 feet in a direction of the elemental's choice (it cannot move through solid walls) and be restrained by whipping winds until the end of its next turn. The duskwind ends early on a successful Strength saving throw at the end of the restrained creature's turns.
Searing Gust. The elemental exhales a cone of slicing wind in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking 28 () slashing force on a failed save, or half as much damage on a successful one. Nonmagical fires in the area are extinguished.
Zephyr Shield. When a creature within 30 feet hits the servant with a melee attack, the servant can create a sudden gust. The attacker must make a Dexterity saving throw or be pushed 10 feet away and have disadvantage on its next attack roll.
Zephyr Slip. The servant moves up to its flying speed without provoking opportunity attacks.
Forceful Push (Costs 2 Actions). The servant releases a concentrated shove of wind at one creature within 30 feet. The target must succeed on a Strength save or be pushed 25 feet and knocked prone.
Cantrips
Innate WindcraftTransmutation The servant can cast these spells innately, using its binding as the focus. Spell save DC is 15, attack +6. At will: Gust, Minor Illusion. 3/day each: Mist Veil (functions like invisibility but only while in motion), Gust of Tempests (short-range push and nuisance). 1/day: Wind Wall (as a defensive barrier) and Thunderclap Burst (a localized burst of thunder that can deafen).
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