Zephyr Guard
Level 14Creature· humanUncommonMediumLegacy
AC
36
HP
255
Speed
25 ft.
Perception
+24
Fort
+26
Ref
+26
Will
+29
Skills athletics +28, diplomacy +24, intimidation +24, society +22
Recall Knowledge DC 34 (society)
Attacks
Melee Scimitar +30 (forceful, magical, sweep), Damage 2d6+14 slashing
Melee Heavy Crossbow +30 (magical, reload 2 ft.), Damage 2d10+6 piercing
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.