Zephyr Guard

Zephyr Guard Creature 14

Uncommon N Medium Human Humanoid

Perception +24

Skills Athletics +28, Diplomacy +24, Intimidation +24, Local Lore +24, Society +22

Str +8, Dex +5, Con +5, Int +2, Wis +4, Cha +4

Items +1 resilient breastplate, greater healing potion, +1 striking heavy crossbow (10 bolts), +2 striking scimitar

AC 36; Fort +26, Ref +26, Will +29

HP 255

Attack of Opportunity [reaction]

Speed 25 feet

Melee [one-action] scimitar +30 (forceful, magical, sweep), Damage 2d6+14 slashing plus subduing strikes

Ranged [one-action] heavy crossbow +30 (magical, range increment 120 feet, reload 2), Damage 2d10+6 piercing plus subduing strikes

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.

Section 15: Copyright Notice
Pathfinder Adventure Path #149: Against the Scarlet Triad © 2019, Paizo Inc.; Authors: John Compton, with Tim Nightengale and James L. Sutter.