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Zephyrus
Shattered Land · where the wild magic breach tore through · area boss XXI

Zephyrus

the Shatterwind

An air elemental torn loose and left unbound when whatever event shattered this land tore through it. He doesn't drag one target around like the module's other forced-movement bosses — he pulls the whole fight to him at once, opening at range before hauling every enemy nearby into a single cluster and blasting it.

CR 16Elemental 14resref shl_zephyrusspawn table 111 · always, 12% · count 1–2

Stat Block

Race / Class
Elemental · Elemental 14
Challenge Rating
16
Hit Points
144 (expected ~126 × 1.14)
Natural Armor
12
Str
24
+7
Dex
25
+7
Con
19
+4
Int
6
-2
Wis
11
+0
Cha
11
+0
Feats — Dodge, Mobility, Toughness, Iron Will, Alertness, Improved Initiative, Weapon Finesse, Great Fortitude
Skills — Listen 8, Spot 8

The Fight

Above 66% hp · every 3 rounds

Gale Slash

A wind-blade at range — 3d6+3 slashing damage, and a failed Reflex save (DC 16) knocks the target three meters back.

66–33% hp · every 4 rounds

Vortex Pull

Every enemy within 10 meters gets yanked bodily into a cluster around him at once, then a follow-up cleave (2d8+4 slashing) hits everyone still close. The module's first mass pull — every earlier forced-movement trick drags one target at a time.

Below 33% hp, once

Eye of the Storm

One last, large nova — 4d10 electrical damage in a 9-meter burst, halved on a successful Reflex save (DC 18). No permanent buff follows it; this is the compendium's only finisher that just ends the fight cleanly, one way or the other.

Why These Numbers

Revised CR7 → CR16 after checking Shattered Land's ambient table: real content there (the manes, the lesser stingers) already runs CR12–14, so a CR7 boss was near the bottom of his own zone's difficulty. CR16 puts him clearly above it.

Dex 25 against Str 24 keeps him reading as fast and evasive rather than a brute, which matters more than usual here because Vortex Pull only works dramatically if he's clearly quicker than what he's pulling in. Con 19 with a modest 1.14× hp multiplier keeps his total pool comparatively lean for his level — he's meant to be a burst-damage fight, not an attrition one. Eye of the Storm still carries no permanent tail, unlike almost every other boss's finisher in this batch — not every ending needs an enrage.

How It's Wired

pattern
new build — cloned from zep_elemairl (large air elemental)
blueprint
shl_zephyrus.utc
scripts
shl_z_inc.nss, shl_z_spawn.nss, shl_z_round.nss, shl_z_death.nss
area wiring
shatteredland.git · sparky_variables enc07 → 111
AI note
donor ran stock nw_c2_default* AI — re-wired to the module's j_ai_* set