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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.