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High Elf Zephyr
Fey, High Elf, Humanoid - Level 1 Platoon Harrier EV 6
1M
Size
7
Speed
30
Stamina
0
Stability
3
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
0
Might
+2
Agility
0
Reason
0
Intuition
+1
Presence

🗡 Sweeping Blade (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 One creature or object

Power Roll + 2:

  • ≤11: 5 damage
  • 12-16: 7 damage
  • 17+: 9 damage

Effect: On a tier 3 outcome, the zephyr can make a free strike against a creature adjacent to the target. If they do so and that creature and the target both have A < 2, the creature and the target are both prone. On any tier outcome, the zephyr can then shift up to 2 squares

👤 Windwalk

- Maneuver
📏 Self 🎯 Self

Effect: The zephyr flies up to their speed. If they don't end this movment on solid ground, they are prone.

⭐️ Like the Wind

The zephyr doesn't provoke opportunity attacks by moving.

⭐️ Otherworldly Grace

At the start of each of their turns, the zephyr can choose one effect on them that can be ended by a saving throw. That effect instead ends at the end of their turn.