Zephyrous Shadow

Zephyrous Shadow

Description

An enigmatic force woven from the very threads of lightning and shadow, Zephyrous Shadow reigns as an ethereal tempest in the halls of Ker Nethalas. With every movement akin to a dance of charged particles, this Overseer sends bolts of electric fury crackling through the air, casting curses that shroud its victims in disorienting darkness. Its dominion over the atmospheric energies allows it to cast lightning-infused projectiles that weave an intricate web of chaos on the battlefield. Confronting Zephyshade demands not only mastery of arms but also the unraveling of its elusive, thunderous tactics that echo through the ruins of the necropolis.

Statistics

Type

Demon, Elemental

Number

1

Awareness

70

Endurance

50

Athletics

40

Health

10

Combat Information

Hit Location

Humanoid (Head)

Armor

-

Combat Skill

50

Magic Resistance

50

Spoils

1 roll on the Valuable table, 1 roll on the Precious table

Traits
Penetrating (2)SavageRuthlessness (1)Swift
Level Adaptation

After level 5:

+D10 damage

After level 10:

+D10 Health, +D6 damage, +10 Combat Skill

Actions

Thunderbolt Barrage(Magical)

Roll: 1

The Zephyrous Shadow calls upon the power of lightning to unleash a barrage of electrifying bolts. Each creature in the room must make a Dodge check, taking 2D8 Air damage on a failed check, or half as much on a successful one.

Shadow Cloak

Roll: 2

The Zephyrous Shadow melds into the shadows, becoming nearly invisible until the start of its next turn. Attacks made against it have Disadvantage, and it gains resistance to all damage except Arcane damage.

Stormstride

Roll: 3

The Zephyrous Shadow moves with the swiftness of a storm, receiving +2 Standard Actions this turn. This can only happen once per round, any further rolls on Stormstride in the same round simply add +1 damage to all the Zephyrous Shadow's attacks.

Disruptive Curse(Magical)

Roll: 4

The Zephyrous Shadow casts a disruptive curse upon a target in the room. The target must succeed on a Magic Resistance check or be shrouded in disorienting darkness. On their next attack roll, they roll with Disadvantage.

Tempestuous Assault(Physical)

Roll: 5

The Zephyrous Shadow charges with electrified momentum, making a melee attack against a target that deals D10+2 Air damage on a hit.

Galeforce Surge(Magical)

Roll: 6

The Zephyrous Shadow channels the winds and lightning into a devastating surge. Each creature in the room must make a Dodge check, taking 3D6 Air damage on a failed check, or half as much on a successful one.