Zuntishan Guard
Creature 6 (uncommon) — human, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilSniperLANDhumanoid
Source: blood-lords-bestiary (Pre-Remaster)
Perception +15
Languages drooni
Skills athletics +14, diplomacy +11, religion +13, survival +13
Str
+4
Dex
+2
Con
+2
Int
+0
Wis
+3
Cha
+1
Items Composite Shortbow, Holy Water, Kukri (2), Chain Shirt
AC 22
Fort +14
Ref +12
Will +15
HP 120
Speed 25 feet
Offense
Melee Kukri (agile, finesse, trip) +17, Damage 1d6+8 slashing
Ranged Composite Shortbow (deadly-d10, propulsive, reload-0) +17, range increment 60 feet, Damage 1d6+4 piercing
Abilities
Warded Ground (stance) — The guard designates a 10-foot burst{10-foot radius} area within 30 feet as a protected zone. The guard's Strikes against targets in the protected zone deal an additional 2d6 precision damage.
WORKS WELL WITH
FlankerLANDFlanker drives enemies into the guard's warded zone, solving the positioning tension between holding ground and creating off-guard opportunities.
WeaverLANDWeaver's forced movement pushes enemies into the warded ground, resolving the tempo tension of waiting for enemies to enter versus actively repositioning them.
CrasherLANDCrasher scatters enemy formations and shoves targets into the guard's warded zone, addressing the priority tension between area lockdown and disruption.
PUNISHES
✖ standing still✖ melee reliance
Stacking multiple Anvils risks overlapping warded zones, reducing area coverage and creating positioning conflicts.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Zuntishan Guard in the encounter builder — free, no install.
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