Zephyr Guard

CREATURE 14

uncommon n medium human humanoid 

Perception +24

Skills Athletics +28, Diplomacy +24, Intimidation +24, Society +22, Vokhiago Lore +24

Str +8 Dex +5 Con +5 Int +2 Wis +4 Cha +4

Items +1 resilient breastplate, greater healing potion, +1 striking heavy crossbow (10 bolts), +2 striking scimitar

AC  36; Fort +26, Ref +26, Will +29

HP 255

Attack of Opportunity [R]

Speed 25 feet

Melee [>] scimitar +30 (forceful, magical, sweep), Damage 2d6+14 slashing plus subduing strikes

Ranged [>] heavy crossbow +30 (magical, range increment 120 feet, reload 2), Damage 2d10+6 piercing plus subduing strikes

Adroit Disarm [>>] The Zephyr Guard attempts to Disarm a creature, with a +2 circumstance bonus to the roll. On a critical success, the guard can also deal their scimitar damage to the creature.

Hampering Shot [>>] The Zephyr Guard makes a heavy crossbow Strike that deals one additional weapon damage die. If the Strike hits, the target takes a –10-foot status penalty to its Speeds and is slowed 1. These last for 1 round, or 2 rounds if the Strike was a critical success.

Subduing Strikes A Zephyr Guard takes no penalty for making nonlethal attacks with a weapon that doesn't have the nonlethal trait. The guard's nonlethal Strikes against a creature that is not wielding a weapon deal an additional 2d6 damage.

Age of Ashes #5: Against the Scarlet Triad, page 51.

Open Zephyr Guard in the interactive creatures list or browse all creatures starting with Z.