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Zephyr Guard
AC 36
uncommonHumanHumanoid
Lvl 14HumanHumanoidUncommon
- AC
- 36
- HP
- 255
- Perc
- +24
- Fort
- +26
- Ref
- +26
- Will
- +29
- STR
- +8
- DEX
- +5
- CON
- +5
- INT
- +2
- WIS
- +4
- CHA
- +4
Speed25 ft
Actions
- scimitar +30 2d6+14 slashing
- heavy crossbow +30 2d10+6 piercing 120 ft
- AC
- 36
- HP
- 255
- STR
- +8
- DEX
- +5
- CON
- +5
- INT
- +2
- WIS
- +4
- CHA
- +4
AC 36
Fort +26
Ref +26
Will +29
HP 255
Attack of Opportunity [Reaction]
Speed 25 feet
Melee
[Single Action]
scimitar +30 (Forceful, Magical, Sweep),
Damage 2d6+14 slashing plus subduing strikes
Ranged
[Single Action]
heavy crossbow +30 (Magical, range increment 120 feet, reload 2),
Damage 2d10+6 piercing plus subduing strikes
Adroit Disarm [Two Actions] 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 [Two Actions] The Zephyr Guard makes a heavy crossbow Strike that deals one additional weapon damage die.