🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Zephyr GuardCreature 14


UncommonNMediumHumanHumanoid
Source Pathfinder #149: Against the Scarlet Triad
Perception +24
Languages none
Skills Athletics +28, Diplomacy +24, Intimidation +24, Lore +24, Society +22
Str +8, Dex +5, Con +5, Int +2, Wis +4, Cha +4

AC 36; Fort +26; Reflex +26; Will +29;
HP 255
Speed 25 feet

Scimitar One Action +30 (+25, +20) to hit (forceful, magical, sweep) 2d6+14 Slashing
Heavy Crossbow One Action +30 (+25, +20) to hit (magical, range increment 120, reload 2) 2d10+6 Piercing

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

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. 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.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.