Monster Dossier
Zephyr Guard
Zephyr Guard is a fantasy monster entry from source AoA5.
Traits
uncommonnmediumhumanhumanoid
Rules & statistics
Monster Profile
Perception
24
Skills
- Athletics
- 28
- Diplomacy
- 24
- Intimidation
- 24
- Society
- 22
- Vokhiago lore
- 24
Ability Mods
- 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
Defenses
- Ac
- 36
- Saving Throws
- Fort
- 26
- Ref
- 26
- Will
- 29
- Hp
- Hp
- 255
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Name
- scimitar
- Attack
- 30
- Traits
- forceful
- magical
- sweep
- Effects
- subduing strikes
- Damage
- 2d6+14 slashing plus subduing strikes
- Types
- slashing
- Range
- Ranged
- Name
- heavy crossbow
- Attack
- 30
- Traits
- magical
- range increment
- reload
- Effects
- subduing strikes
- Damage
- 2d10+6 piercing plus subduing strikes
- Types
- piercing
Abilities
- Mid
- Activity
- Number
- 1
- Unit
- reaction
- Name
- Attack of Opportunity
- Bot
- Activity
- Number
- 2
- Unit
- action
- Entries
- 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.
- Name
- Adroit Disarm
- Activity
- Number
- 2
- Unit
- action
- Entries
- 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|CRB|slowed 1.
- These last for 1 round, or 2 rounds if the Strike was a critical success.
- Name
- Hampering Shot
- Entries
- A Zephyr Guard takes no penalty for making nonlethal attacks with a weapon that doesn't have the nonlethal trait. The guard's nonlethal Strike||Strikes against a creature that is not wielding a weapon deal an additional 2d6 damage.
- Name
- Subduing Strikes
Background
Lore
No lore provided.