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Zephyr Guard

Creature 14 (uncommon) — human, humanoid

Pre-Remaster content. May include legacy alignment.

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +24
Skills athletics +28, diplomacy +24, intimidation +24, society +22
Str
+8
Dex
+5
Con
+5
Int
+2
Wis
+4
Cha
+4
AC 36 Fort +26 Ref +26 Will +29
HP 255
Speed 25 feet

Offense

Melee Scimitar +30, Damage 2d6+14 slashing
Ranged Heavy Crossbow +30, Damage 2d10+6 piercing

Abilities

Attack of Opportunity — Attack Of Opportunity
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.

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