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npc

Navigator Zephyr

Navigator Zephyr
Navigator Zephyr
Medium humanoid (half-elf), Neutral Good
Reveal Stat Block
Armor Class
Hit Points
Speed
30 ft.
str
12
+1
dex
18
+4
con
12
+1
int
14
+2
wis
16
+3
cha
14
+2

Saving Throws DEX +6, WIS +5

Skills Acrobatics +6, Perception +5, Nature +4, Survival +5

Senses darkvision 60 ft., passive Perception 15

Languages Common, Elvish, Aquan

Wind-Walker.Zephyr ignores difficult terrain caused by strong winds or weather effects. He has advantage on ability checks made to navigate at sea.
Wind-Stone Attunement.While Zephyr carries the Wind-Stone, he can cast Gust of Wind and Fog Cloud (3/day each, spell save DC 13).

Actions

Multiattack.Zephyr makes two scimitar attacks.
Scimitar.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Break the Calm (Recharge 5-6).Zephyr releases a burst of wind. Each creature within 10 feet of him must succeed on a DC 14 Strength saving throw or be pushed 10 feet away and knocked prone.

Navigator Zephyr

Title: The Wind-Walker
Role: Zephyr is a half-elf who is widely considered the best navigator in the Boundary Ocean. He can "read" the air currents and find the fastest path through even the most treacherous storms. He is a man of the sea who feels more at home on a ship's deck than on dry land.

Secret Motivation: Zephyr has found a "Wind-Stone"—an ancient artifact that allows him to control the weather on a localized scale. He has been using the stone to "create" favorable winds for his friends and "unfavorable" ones for his enemies. He is being hunted by the "Storm-Guard" of Kigum, who want the stone for their own use.

Adventure Hook: Zephyr’s ship is "grounded" in a calm-belt created by a rival navigator using a "Void-Nullifier." He hires the party to help him "break the calm" and find the source of the interference.