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Zephyrus, the God of the West Wind

“Unleash the Power of Zephyrus: The Divine Wind Bringer Who Holds the Key to Ultimate Speed and Air Mastery!”

Zephyrus, the God of the West Wind
  • Pantheon: Olympian Pantheon
  • Deity Title: Zephyrus, the God of the West Wind
  • Deity Symbol: A stylized swirling breeze
  • Home Plane: Olympian Realm, Mount Olympus/ Elemental Plane of Air
  • Deity Level: Lesser Deity
  • Alignment: Chaotic Good
  • Aliases: Favonius, Zephyros
  • Superior: Zeus, King of the Gods
  • Traditional Allies: Aeolus (God of the Winds), Eurus (God of the East Wind), Poseidon (God of the Sea)
  • Traditional Foes: Boreas (God of the North Wind), Notus (God of the South Wind)
  • Divine Artifact: The Anemoscope, a magical compass that allows accurate navigation and control over winds
  • Servants: Air elementals, winged creatures such as birds and butterflies
  • Servitor Creatures:  Anemoi, Naiads (Water Nymphs), Sylphs (Air Elementals)
  • Sacred Animal: Eagle
  • Manifestations: Whispers on the wind, gentle breezes, the scent of flowers, the rustling of leaves
  • Signs of Favor: Calm winds during storms, unexpected favorable wind currents, the sudden appearance of colorful butterflies
  • Worshipers: Sailors, explorers, travelers, gardeners, poets, weather forecasters
  • Cleric Alignments: Chaotic Good, Neutral Good
  • Specialty Priests: Navigators, Wind Whisperers, Weather Wardens, Blessed of Aeolus
  • Holy Days: The Festival of Zephyrus, celebrated on the first day of spring, when the winds are gentle and the flowers bloom
  • Portfolio: Wind, Breezes, Gentle Zephyrs, Exploration, Travel, Harmony, Weather, Navigation
  • Domains: Air, Travel, Weather, Exploration, Good
  • Favored Weapon: Quarterstaff
  • Favored Class: Bard
  • Favored Race: Aarakocra, Wood Elves
  • Duties of the Priesthood: Interpreting weather patterns, guiding and protecting sailors, performing rituals to ensure favorable winds and smooth voyages, tending to sacred groves and gardens
  • Major Cult/Temple Sites: Temples atop hills or cliffs overlooking the sea, groves filled with blossoming flowers, shrines near crossroads and important travel routes
  • Benefits: Ability to commune with wind spirits, resistance to extreme weather conditions, enhanced senses of navigation and weather prediction, limited control over wind currents, enhanced speed and agility, the ability to summon and communicate with air elementals

Zephyrus, the divine embodiment of the west wind, stands tall and imposing, his presence commanding the attention of all who behold him. With an athletic and muscular build, he exudes an aura of boundless energy and strength. His hair, flowing like golden wisps, dances in the invisible currents he creates, representing the ever-changing nature of the wind. His eyes, a mesmerizing shade of azure, shimmer with the secrets of the skies.

Draped in ethereal robes that billow and sway as if caught in a perpetual breeze, Zephyrus is a vision of elegance and grace. His skin carries a subtle luminosity, reminiscent of sunlight glinting on a tranquil sea. From his outstretched arms extend feathery wings, vibrant and iridescent, enabling him to traverse the realms of the heavens with unmatched agility and speed.

Zephyrus personifies the power and influence of the west wind, driving clouds across the sky and gently rustling leaves in his wake. As a deity, he holds dominion over the domain of air, controlling the winds and influencing weather patterns. His purpose is to bring harmony and balance to the natural world, maintaining the delicate equilibrium between calm breezes and powerful tempests.

Driven by a desire for harmony, Zephyrus works in tandem with other deities, ensuring the smooth progression of seasons and the gentle caress of his wind upon the earth. His actions are guided by a deep respect for nature and a belief in the interconnectedness of all living beings. Through his gentle zephyrs, he spreads messages of hope, renewal, and the unyielding resilience of the human spirit.

Zephyrus seeks to create a world where the winds carry whispers of peace and tranquility, where the harmony of nature is cherished and respected. His actions are fueled by the belief that the wind can bring forth change and inspire greatness within mortals. With each breath of his divine essence, he hopes to guide humanity towards a future where they embrace the power of the wind, harnessing its energy to uplift and transform the world around them.

Zephyrus, God of the West Wind


Challenge Rating: 28 (CR 28)

Armor Class: 27 Hit Points: 750 (40d20 + 360) Speed: 60 ft., fly 120 ft.

26 (+8)​28 (+9)​26 (+8)​20 (+5)​24 (+7)​30 (+10)​

Saving Throws: Dex +18, Con +17, Wis +15, Cha +20 Skills: Perception +16, Persuasion +20 Damage Resistances: Lightning, Thunder Condition Immunities: None Senses: Truesight 120 ft., passive Perception 26 Languages: All

Legendary Resistance (3/Day): If Zephyrus fails a saving throw, he can choose to succeed instead.

Divine Awareness: Zephyrus is aware of events within a 10-mile radius.

Divine Aura: Zephyrus exudes an aura in a 60-foot radius that grants advantage on saving throws against spells and magical effects to friendly creatures.

Spellcasting: Zephyrus is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 28, +20 to hit with spell attacks). Zephyrus has the following spells prepared:

  • Cantrips (at will): Gust, Control Flames, Mold Earth, Feather Fall
  • 1st-level (4 slots): Feather Fall, Fog Cloud, Thunderwave, Windy Shield
  • 2nd-level (3 slots): Gust of Wind, Levitate, Dust Devil
  • 3rd-level (3 slots): Call Lightning, Wind Wall, Thunder Step
  • 4th-level (3 slots): Storm Sphere, Control Water, Freedom of Movement
  • 5th-level (3 slots): Control Winds, Destructive Wave, Maelstrom
  • 6th-level (2 slots): Chain Lightning, Wind Walk
  • 7th-level (2 slots): Whirlwind, Control Weather
  • 8th-level (1 slot): Earthquake, Incendiary Cloud
  • 9th-level (1 slot): Storm of Vengeance


Multiattack: Zephyrus can make three attacks: two with his Lightning Spear and one with his Slam.

Lightning Spear: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 8) piercing damage plus 16 (4d8) lightning damage.

Slam: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.

Gale Burst (Recharge 5-6): Zephyrus creates a burst of powerful winds in a 30-foot radius centered on himself. Each creature in that area must make a DC 26 Strength saving throw, taking 55 (10d10) bludgeoning damage and being knocked prone on a failed save, or half as much damage on a successful one.

Legendary Actions:

Zephyrus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Zephyrus regains spent legendary actions at the start of his turn.

  • Gust of Wind: Zephyrus uses the Gust of Wind spell.
  • Storm Call: Zephyrus creates a localized storm, calling down a bolt of lightning to strike a target within 120 feet. The target must make a DC 26 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Wind Form: Zephyrus transforms into a swirling vortex of wind, becoming immune to all damage except force damage until the end of his next turn.

Divine Artifact: The Anemoscope

The Anemoscope, a powerful and revered artifact wielded by Zephyrus, the God of the West Wind, grants him extraordinary control over the winds and mastery of the elements. With the Anemoscope, Zephyrus can unleash a wide range of abilities and shape the very fabric of the natural world.

  • Wind’s Guidance: Zephyrus gains advantage on all Wisdom (Survival) checks related to navigation and traversing terrain. He cannot become lost, and difficult terrain does not slow his movement.
  • Zephyr’s Whisper: Zephyrus can cast the Gust cantrip at will. Additionally, as an action, he can create a 30-foot cone of swirling winds that deals 4d6 force damage to creatures within the area. Affected creatures must make a Dexterity saving throw (DC XX) or be pushed 20 feet away from Zephyrus.
  • Stormlord’s Command: Zephyrus can cast the Call Lightning spell (7th-level version) at will, without requiring concentration. He can also cast the Control Weather spell once per day, altering the current weather conditions within a 5-mile radius of his location.
  • Zephyr’s Agility: Zephyrus gains a +4 bonus to his Dexterity score and his movement speed increases by 30 feet. He has advantage on Dexterity saving throws and can use the Misty Step spell as a bonus action, teleporting up to 60 feet to an unoccupied space he can see.
  • Aura of Zephyrus: Zephyrus emits a calming aura in a 30-foot radius around him. Friendly creatures within this aura have advantage on Charisma saving throws and gain resistance to psychic damage. Hostile creatures must succeed on a Wisdom saving throw (DC XX) or have disadvantage on attack rolls against Zephyrus and his allies.

The Anemoscope’s powers are intricately tied to Zephyrus’s divine nature, amplifying his abilities and granting him unparalleled authority over the winds and weather. As the God of the West Wind, Zephyrus wields this artifact with mastery and precision, ensuring that his domain remains under his control and that the balance of the natural world is maintained.

As the God of the West Wind, Zephyrus wields immense power over the elements. With his unparalleled control over wind and storms, he commands the skies and shapes the weather. Zephyrus is a force of both creation and destruction, bringing gentle breezes and life-giving rains, as well as fierce gales and devastating tempests. His actions are driven by a desire to maintain balance in the natural world, while fostering growth and providing aid to those in need.

Zephyrus is known to have a strong alliance with the deities of nature and the elements. He often collaborates with them to ensure the harmony of the natural world. However, he holds a particular rivalry with Boreas, the God of the North Wind, resulting in occasional conflicts and competitions.

In the 1450s, Zephyrus would be actively engaged in maintaining the delicate balance of weather patterns across the world. He would be overseeing the growth of crops, aiding sailors with favorable winds, and protecting regions from devastating storms. Zephyrus’s goals are to foster prosperity, protect the natural world, and maintain harmony between the elements.

Currently in the World

William-Adolphe Bouguereau (1825-1905) – Flora And Zephyr (1875)

In the 1450s, Zephyrus is drawn to the great Age of Exploration that is unfolding. His divine presence is felt in the bustling ports and on the decks of mighty sailing vessels. As sailors embark on perilous journeys, Zephyrus walks among them in disguise, whispering words of encouragement and filling their sails with his gentle breath.

His motivation during this time is twofold. Firstly, he seeks to protect and guide the explorers, ensuring their safe passage through treacherous waters and unpredictable weather. He becomes a guardian of the sea, watching over ships and crews with vigilant eyes. Secondly, Zephyrus desires to bridge the gaps between cultures and foster mutual understanding. He strives to bring harmony amidst the clashes of diverse civilizations, using his influence to soften the impact of cultural clashes and promote peaceful interactions.

Zephyrus, with his keen intellect and mastery over the winds, observes the explorers’ journeys with great interest. He uses his knowledge of weather patterns to aid the sailors, steering them away from storms and providing favorable winds to propel their ships forward. His presence is a comfort to the weary and a beacon of hope amidst the vast unknown.

While Zephyrus possesses immense power, he understands the delicate balance required to avoid disrupting the natural order. He exercises restraint in his interventions, allowing mortals to chart their own course while subtly nudging them towards discoveries that will shape the course of history. His actions are often subtle and hidden, like the gentle breeze that caresses the cheek or the sudden gust that changes the trajectory of a ship’s course.

Zephyrus’s relationships with other gods during this time reflect his role as a guide and protector. He collaborates closely with deities associated with navigation and seafaring, such as Poseidon and Nereus, to ensure the safety of voyages and the stability of maritime realms. He shares a special bond with Eurus, the east wind, with whom he engages in playful rivalries and friendly competitions that echo through the currents of the air.

While Zephyrus is primarily focused on the affairs of mortals, he remains ever vigilant in preserving the harmony of nature. He takes special care to address any imbalances caused by human actions, striving to maintain the delicate equilibrium between the wind, sea, and land. His interactions with divine artifacts are limited during this time, as he primarily relies on his innate powers and wisdom to fulfill his duties.

In the 1450s, Zephyrus finds purpose and fulfillment in the Age of Exploration. He revels in witnessing the expansion of horizons, the mingling of cultures, and the unearthing of new knowledge. His desire is for humanity to embrace the winds of change, to navigate the uncharted territories of the world with reverence and respect, and to recognize the interconnectedness of all beings. As he continues to guide and inspire, Zephyrus remains an eternal force, shaping the course of history while reminding mortals of the awe-inspiring power and beauty of the wind.

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