Zephyr, The West Wind
Creature 18 (unique) — air, elemental
Pre-Remaster content. May include legacy alignment.
WeaverSniperLANDAERIALairelemental
The truth of life in the Universe is that weather controls the world. The life-giving water that flows across Golarion, the maintenance of healthy forests, and the snows, thaws, and rains that help crops flourish all rely on the weather—weather that's shaped at the whims of the winds. Anemoi are powerful beings from the Plane of Air tasked by ancient gods to guard the skies and shepherd the winds of every world across the planes. They guide the winds along their natural paths, and while neither
Source: rage-of-elements-bestiary (Pre-Remaster)
Perception +33; darkvision
Languages common, empyrean, sussuran; truespeech
Skills acrobatics +38, arcana +31, nature +33, occultism +31, performance +38, Planar Lore +33, religion +31, stealth +36, survival +33
Str
+4
Dex
+9
Con
+7
Int
+6
Wis
+6
Cha
+9
AC 43
Fort +29
Ref +33
Will +30
HP 310 (regeneration 15 (deactivated by earthbane))
Immunities bleed, electricity, paralyzed, poison, sleep
Resistances cold 20
Speed 25 feet, fly 200 feet (swiftness)
Offense
Melee Thunderbolt (electricity, magical) +35, Damage 3d8+12 electricity plus 3d6 sonic
Ranged Thunderbolt (electricity, magical, thrown-30) +35, Damage 3d8+10 electricity plus 3d6 sonic
Ranged Air Blast (agile, air, magical) +35, range 100 feet, Damage 3d10+12 bludgeoning
Abilities
Truespeech — An anemos can speak with and understand any creature that has a language.
Wind Orchestra (air, auditory) — An anemos does not require instruments to perform music, instead using their winds to create and carry the sounds of any instruments they wish to duplicate. They can mimic any number of instruments simultaneously, creating and directing their own personal orchestra.
Regeneration 15 (Deactivated by Earthbane) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Blessed by the Winds (air, aura) — 80 feet. The winds grow turbulent for those who would dare to fly in the same space as an anemos, but they take care to never harm or inconvenience their shepherd. Air within the emanation is difficult terrain for Flying creatures that do not have the air trait. While the aura is active, the anemos cannot be affected by environmental air or weather affects unless they choose to be.
Earthbane — An anemos's regeneration is suppressed for 1 round if the anemos is affected by an earth effect, or for as long as they are in contact with the ground and 1 round thereafter. If an anemos is submerged in at least 1 inch of mud, dirt, or stone, the anemos's aura deactivates, and the anemos becomes Stunned 2 and Clumsy 2.
Redirect Weather (divine) —
Collect Thunder (electricity, manipulate) —
Command the Breeze — When an anemos casts a ritual, they perform all aspects of the ritual themself, commanding their winds to complete all the ritual's components. They must fulfill any requirements for the ritual's additional casters and must attempt the checks normally performed by additional casters. In addition, anemoi can cast rituals faster than usual. If a ritual has a casting time measured in days, they can cast it in an equal number of hours.
Storm Strikes Twice (air, teleportation) — The anemos throws a thunderbolt, then becomes a wind that carries them in an instant to the bolt's location to attack again. They make a ranged thunderbolt Strike against a creature within their first range increment, teleport to the creature's location as a gust of wind, then grasp the thrown thunderbolt and make a melee thunderbolt Strike against a creature within reach. Their multiple attack penalty doesn't increase until they've made both attacks.
Swiftness — The anemos's movement doesn't trigger reactions.
Divine Innate Spells DC 40, attack +32
6th Field of Life
4th Airlift (At Will), Petal Storm, Vapor Form (At Will)
3rd Speak with Plants
2nd Cleanse Air, Humanoid Form (At Will), Voice on the Breeze (At Will)
1st Air Bubble (At Will)
WORKS WELL WITH
AnvilLAND / AERIALAn anvil holds enemies inside the Blessed by the Winds difficult-terrain aura, resolving the positioning tension between mobile kiting and frontline anchoring.
CrasherLAND / AERIALA crasher follows up on the isolated target the Zephyr teleports onto via Storm Strikes Twice, settling the tempo gap between ranged opening and melee finish.
MenderLAND / AERIALA mender sustains the Zephyr through earthbane-suppressed regeneration rounds, covering the survival priority erosion when forced to touch the ground.
PUNISHES
✖ flying✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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