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Zephyr Guard

An elite sentinel trained to subdue rather than kill disarms intruders with practiced scimitar work before pinning them down with crossbow fire.

uncommonHumanHumanoid

An elite sentinel trained to subdue rather than slay, disarming intruders and pinning them down with precise scimitar work and crossbow fire.

In play

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.

Level 14

Perception +24 · Skills Athletics +28, Diplomacy +24, Intimidation +24, Katapesh Lore +24, Society +22

STRDEXCONINTWISCHA
+8+5+5+2+4+4
ACFortRefWill
36+26+26+29

HP 255

Speed 25 feet

Actions

  • Melee Scimitar [Single Action] +30 (Forceful, Magical, Sweep), Damage 2d6+14 slashing
  • Ranged Heavy crossbow [Single Action] +30 (range 120 ft, Magical, reload 2), Damage 2d10+6 piercing