Zephyr Guard
Creature 14 (uncommon) — human, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilLANDhuman
Source: age-of-ashes-bestiary (Pre-Remaster)
Perception +24
Skills athletics +28, diplomacy +24, intimidation +24, Katapesh Lore +24, society +22
Str
+8
Dex
+5
Con
+5
Int
+2
Wis
+4
Cha
+4
Items Heavy Crossbow, Scimitar, Breastplate, Healing Potion (Greater)
AC 36
Fort +26
Ref +26
Will +29
HP 255
Speed 25 feet
Offense
Melee Scimitar (forceful, magical, sweep) +30, Damage 2d6+14 slashing plus Subduing Strikes
Ranged Heavy Crossbow (magical, reload-2) +30, range increment 120 feet, Damage 2d10+6 piercing plus Subduing Strikes
Abilities
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.
WORKS WELL WITH
FlankerLANDFlanker pressures enemies into the Anvil's reach for attack of opportunity and adroit disarm
WeaverLANDWeaver controls enemy positioning to maximise hampering shot value and keep targets slowed
PUNISHES
✖ movement✖ kiting✖ weapon reliance
same-role stacking limits battlefield coverage leaving flanks exposed
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Zephyr Guard in the encounter builder — free, no install.
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