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Zephyr, the Stormborn Nomad

Zephyr
Create

The Zephyr is a majestic and ethereal fey creature, standing as a testament to the raw power of the elements. In its natural form, it appears as a large, blue-furred horse with a cloudlike mane and tail, giving it an otherworldly and graceful presence. Its gray, human-like eyes gleam with intelligence, hinting at the cunning and prideful nature beneath its airy exterior. A Zephyr can shift between its equine form and a towering winged humanoid form, with feathered wings that span up to 15 feet, lending it an intimidating yet majestic silhouette.

Zephyrs are free-spirited and temperamental beings, drawn to the chaos and beauty of the weather. Their behavior is both playful and unpredictable; while some enjoy racing through the skies or testing mortals in challenges of strength and endurance, others can become vengeful if slighted. They may indulge in challenges such as races, wrestling matches, or even flirtations, but their interest wanes quickly. When angered or threatened, Zephyrs can unleash their powerful breath weapon, a thunderous blast of wind and electricity that disorients and scatters foes. They rely on their mobility, using pounce, trampling, and powerful hooves to overwhelm opponents.

Zephyrs are nomadic and roam across windswept plains, mountain peaks, stormy coastlines, and other high-energy locations. They thrive in areas where warm and cool air meet, often following seasonal storms or traveling with the wind currents. These fey are often spotted near the Eye of Abendego or on the coasts, where they revel in the wild energy of nature. Zephyrs are known to avoid places where the weather has grown stagnant or unchanging, as they draw nourishment from dynamic air systems.

Their modus operandi in combat involves controlling the battlefield with their superior speed and flight. Using their breath weapon, they scatter enemies and then close in for the kill with their trample attacks or quick strikes with their hooves and bite. If cornered, they use their spell-like abilities to disrupt foes, summoning storms and manipulating weather to maintain an upper hand. They are not above using their natural beauty and charm to disarm foes or gain an advantage.

Zephyrs are motivated by wanderlust and freedom. They seek out the thrill of storms and new horizons, rarely staying in one place for long. While some may be drawn to deities like Gozreh or the Eldest, they view these gods more as powerful peers than masters. Their relationships with mortals are often fleeting, driven by a mix of curiosity, challenge, and pride. Despite their seemingly capricious nature, they are not malicious but rather act according to their own whims and the forces of nature they embody. When angered or offended, however, they can be vengeful, using their mastery over weather to strike back at those who have wronged them.


  • Zephyr 5e
  • Zephyr, Pathfinder
Zephyr
Create

Large Fey, Chaotic Neutral

Armor Class 18 (Natural Armor)
Hit Points 168 (16d10 + 80)
Speed 60 ft., fly 200 ft. (perfect)


STRDEXCONINTWISCHA
25 (+7)28 (+9)23 (+6)14 (+2)20 (+5)21 (+5)

Saving Throws Dexterity +13, Constitution +10, Wisdom +9
Skills Acrobatics +13, Perception +13, Stealth +13, Survival +9
Damage Resistances Cold 10, Sonic 10
Damage Immunities Electricity
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 60 ft., passive Perception 23
Languages Auran, Common, Sylvan
Challenge 12 (8,400 XP)


Traits

  • Shapechanger. As a bonus action, the Zephyr can shift between its equine form and a Large humanoid form. In humanoid form, its land speed becomes 40 feet, and it gains two slam attacks (1d8 + 7 force damage). Its flight speed remains unchanged.
  • Wind Resistance. It is treated as if it were two size categories larger for determining the effects of high winds on it (e.g., strong winds have no effect on it).
  • Wind Senses. The Zephyr can sense changes in wind direction and speed within 1 mile of its location. It is never hindered by fog, mist, weather conditions, or wind-blown particles.
  • Legendary Resistance (3/Day). If the Zephyr fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. The Zephyr makes three attacks: one with its bite and two with its hooves or slam attacks (in humanoid form).
  • Bite (Equine Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 7) piercing damage plus 7 (2d6) sonic damage.
  • Hooves (Equine Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 7 (2d6) sonic damage.
  • Slam (Humanoid Form Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 7 (2d6) sonic damage.
  • Breath of the Storm (Recharge 5-6). Cone of Thunder. It exhales a 90-foot cone of turbulent wind and lightning. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) lightning damage and being pushed 20 feet away on a failed save, or half as much damage and not being pushed on a successful one. The wind also imposes disadvantage on any Strength (Athletics) or Dexterity (Acrobatics) checks made in the area until the end of the Zephyr’s next turn.
  • Trample (Recharge 6). The Zephyr moves up to its speed and can move through the space of any creature that is at least one size smaller than it. When it enters a creature’s space, the creature must succeed on a DC 18 Strength saving throw or take 21 (3d8 + 7) bludgeoning damage and be knocked prone. If the creature is prone, the Zephyr can make one hooves attack against it as a bonus action.

Spellcasting

The Zephyr is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:

  • Cantrips (at will): Gust, Lightning Lure, Mending, Thaumaturgy
  • 1st level (4 slots): Fog Cloud, Thunderwave
  • 2nd level (3 slots): Gust of Wind, Invisibility (Self Only)
  • 3rd level (3 slots): Sleet Storm, Call Lightning
  • 4th level (3 slots): Control Water, Polymorph
  • 5th level (2 slots): Cloudkill, Cone of Cold
  • 6th level (1 slot): Chain Lightning

Legendary Actions

The Zephyr 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 Zephyr regains spent legendary actions at the start of its turn.

  • Hooves Attack. It makes one hooves attack.
  • Move. It moves up to its speed without provoking opportunity attacks.
  • Thunderous Roar (Costs 2 Actions). It lets out a deafening roar, creating a burst of sonic energy. Each creature within 30 feet of the Zephyr must succeed on a DC 18 Constitution saving throw or take 14 (4d6) thunder damage and be deafened for 1 minute. A creature that succeeds on the saving throw takes half as much damage and isn’t deafened.

Tactics

  • Before Combat. It typically uses its Invisibility (Self Only) spell to scout and set up an ambush, especially if it can sense that a target is alone. It might use Fog Cloud to create confusion or to escape quickly if outnumbered.
  • During Combat. The Zephyr makes use of its Breath of the Storm to scatter enemies and set up opportunities for trampling. It prefers to stay airborne and move quickly using its Legendary Actions to keep its distance, targeting isolated enemies with its breath weapon or hooves attacks. If surrounded, it uses Trample to escape or knock enemies prone, then follows up with hooves or bite attacks.
  • Special Tactics. It can use its Thunderous Roar to disorient multiple enemies and set up its next move. If it sees a group of enemies trying to regroup, it might cast Sleet Storm or Control Weather to throw off their plans, giving it time to focus on high-priority targets.
  • Retreating. If badly wounded, the Zephyr will attempt to escape, using its Invisibility and Control Weather to vanish into the storm, evading pursuit.

Motivation & Behavior

Zephyrs are free-spirited fey creatures that are attuned to the sky and storms. They are unpredictable and often cause chaos, but they are not inherently malevolent. Their actions are driven by a desire for freedom, adventure, and excitement. They might aid mortals for a time, challenging them with tests of skill and endurance. However, once bored or offended, they will disappear, leaving behind a trail of turbulent weather.

Zephyrs engage in battle when they feel provoked or when they wish to test their power against worthy opponents. They are highly intelligent and will often use their mobility and weather manipulation to gain the upper hand. They thrive in the chaos of storms and natural disasters, making them formidable foes who are difficult to predict or trap.


Environment: Zephyrs roam across the world, often found in high, open spaces like windswept plains, mountain peaks, or coastal cliffs. They are closely associated with storms, using their control over the weather to manipulate the battlefield.

Zephyr
Create

This blue-furred horse with a cloudlike mane and tail has gray, humanlike eyes that show obvious intelligence.

Source Pathfinder #101: The Kintargo Contract pg. 90
XP 19,200
CN Large fey (air, shapechanger)
Init +9; Senses low-light vision, wind senses; Perception +24

Defense

AC 27, touch 19, flat-footed 17 (+9 Dexterity, +1 dodge, +8 natural, –1 size)
hp 168 (16d6+112)
Fort +11, Ref +19, Will +15
DR 10/cold iron; Immune electricity; Resist cold 10, sonic 10

Offense

Speed 60 ft., fly 200 ft. (perfect)
Melee bite +16 (1d8+7 plus 2d6 sonic), 2 hooves +16 (1d8+7 plus 2d6 sonic)
Space 10 ft., Reach 5 ft.
Special Attacks breath weapon (90-ft. cone, 6d6 sonic plus wind blast, Reflex DC 24 for half, usable every 1d4 rounds), pounce, powerful hooves, thundering blows, trample (1d8+10 plus 2d6 sonic, DC 25)
Spell-Like Abilities (CL 16th; concentration +21)
Constant—cloak of windsAPG (DC 18)
At will—fog cloudgust of wind (DC 17), invisibility (self only), whispering wind
3/day—control weatherplant growthsleet storm
1/day—chain lightning (DC 21)

Statistics

Strength 25, Dexterity 28, Constitution 23, Intelligence 14, Wisdom 20, Charisma 21
Base Atk +8; CMB +16; CMD 36 (40 vs. trip)
Feats Combat Reflexes, Dodge, Flyby Attack, Mobility, Run, Toughness, Weapon Finesse, Wind Stance
Skills Acrobatics +28, Fly +34, Knowledge (geography) +21, Knowledge (nature) +21, Perception +24, Sense Motive +24, Stealth +24, Survival +21
Languages Auran, Common, Sylvan
SQ change shape (Large humanoid; alter self), wind resistance

Ecology

Environment any
Organization solitary, pair, or herd (3–8)
Treasure standard

Special Abilities

Breath Weapon (Su) A zephyr’s breath weapon is a thunderous blast of wind. Creatures in the area of the breath weapon take 6d6 points of electricity damage and are affected as by a windstorm (Pathfinder RPG Core Rulebook 439). Creatures that successfully save against this effect take half damage and avoid the effects of the wind. The save DC is Charisma-based.

Change Shape (Su) A zephyr can shift between its equine shape and that of a unique Large, winged humanoid as a standard action. When a zephyr is in humanoid form, its land speed becomes 40 feet, and its fly speed remains unchanged. Its hoof and bite attacks are replaced with two slam attacks that deal 1d8+7 points of damage plus 2d6 points of sonic damage, and its reach increases to 10 feet. It can use all of its other abilities in this form. A zephyr doesn’t revert to any particular form when killed (both shapes are considered its true form). A true seeing spell reveals both forms simultaneously.

Powerful Hooves (Ex) A zephyr’s hooves are primary attacks.

Thundering Blows (Su) A zephyr’s natural weapons (including its trample attack), as well as any bludgeoning weapons it wields, deal an additional 2d6 points of electricity damage.

Wind Resistance (Ex) A zephyr is treated as if it were two size categories larger for the purposes of determining the effects high winds have upon it.

Wind Senses (Su) A zephyr’s vision is not obstructed by fog, mist, weather conditions, or wind-blown particles. This includes magical effects as well as natural effects.

Zephyrs are nature spirits tied to the weather. Some more social zephyrs enjoy cavorting with athletic mortals, but their wanderlust means that their good graces last at most a matter of months before they vanish for at least as long, seeking new horizons and racing storms. Zephyrs are seen by some as minor divinities of weather or as servants of Gozreh or the Eldest.

When attacked or provoked into aggression by a perceived offense, a zephyr uses its breath weapon to scatter foes and then takes advantage of its mobility to trample or pounce on whichever enemy seems most isolated or physically imposing. A zephyr uses its spelllike abilities to prevent foes from regrouping. True to its proud fey nature, a zephyr rarely admits defeat without planning to turn the weather against an adversary at a later time as part of a vengeful ambush.

A zephyr in its equine form is the size of a large horse and weighs over 1,000 pounds. A zephyr in its humanoid form usually stands just over 8 feet tall and weighs around 400 pounds, possessing an athletic build with feathered wings spanning 15 feet. Ecology Zephyrs are spirits of the sky and storm who sometimes slip through from the First World in places where long-lasting weather patterns scour the land. These fey reproduce sexually, but require a strong thunderstorm or another extremely high-energy system for successful conception. Zephyrs are known to have brief dalliances with mortals, a fact that has made them possible ancestors of humanoid sorcerers and bloodragers with the fey or stormborn bloodlines.

Amorous zephyrs usually test potential paramours with challenges of physical skill and endurance such as races or wrestling matches. Because they draw nourishment from the places where warm and cool air mix, zephyrs travel seasonally, always dashing after these roiling weather systems. These fey can live for thousands of years, wasting away only when they are imprisoned for decades or when the climate around them has shifted to become unrecognizable or stagnant.

Habitat and Society

Zephyrs roam across the world to anywhere they can see the sky, but these free-spirited fey favor windswept plains, deserts, lonely mountain peaks, and stormy coastlines. These creatures have been spotted all along the Inner Sea’s shores, and they appear to be plentiful near the Eye of Abendego. High stone ruins near vital trade routes or sensitive farmlands feature reliefs and sculptures depicting both bounty and misery brought by a zephyr’s tempestuous idea of fun.

Many settlements throughout Cheliax and other longstanding civilizations once left offerings to zephyrs in places such as these a few times a year in order to reduce the risk of troublesome storms. Such offerings might include hyacinths or other eyecatching flowers, fragrant fruits, charred meat, jewels, and works of art celebrating the beauty and strength of horses, humans, and storms. Though not a common event in current times, these donations are still arranged by sailors, farmers, travelers, and worshipers of Gozreh or the Eldest.

While some zephyrs do serve the deities of weather, nature, and storms, other zephyrs regard such deities simply as powerful spiritual peers. Those zephyrs worshiped in their own right by mortals usually turn an eye on their faithful at most once or twice a year, whether out of pleasure or offense. A source of deep insult to a fickle zephyr might easily seem innocuous to mortals and could include damaging flowers that the zephyr favors, erecting tall structures (especially windmills), or any magical manipulation of the air or weather. Other Zephyrs In addition to the relatively common breed of zephyr presented above, sometimes called a thunderstorm zephyr, there exist others with slightly different abilities and behaviors.

Blizzard Zephyr (CR 12): Blizzard zephyrs dwell in cold climes, although they often follow their namesake storms south on wintry winds. A blizzard zephyr’s breath weapon is a 90-foot cone that deals cold damage as it blasts its enemies with snow and ice that knock enemies prone instead of blowing them back. A blizzard zephyr has immunity to cold rather than immunity to electricity, and has electricity resistance 10. It can use polar ray once per day and diminish plants three times per day instead of chain lightning and plant growth.

Sirocco Zephyr (CR 12): Sirocco zephyrs come into the world in places such as northern Garund and the Cinderlands of Varisia that are rife with hot, dry winds; sandstorms; and volcanic eruptions. A sirocco zephyr’s breath weapon is a 90-foot cone that deals slashing damage and blinds enemies for 1d4 rounds instead of blowing them back. A sirocco zephyr has immunity to fire rather than immunity to electricity, and has electricity resistance 10. It can use diminish plants three times per day and siroccoAPG (DC 21) once per day instead of chain lightning andplant growth.

Whirlwind Zephyr (CR 13): Whirlwind zephyrs are the rarest of their kind, born from magical storms and tornadoes found almost exclusively on temperate plains or on hurricane-wracked coasts such as those around the Eye of Abendego. These zephyrs have the advanced creature simple template. A whirlwind zephyr also gains the whirlwind universal monster ability (1/day, 10–60 feet high, 2d6+7 damage plus 2d6 sonic, DC 25) and can use ice storm once per day instead of fog cloud and plant growth.

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