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High Elf Zephyr


Fey, High Elf, Humanoid

High Elf Zephyr

Level 1
Platoon Harrier
EV 6
1MSize
7Speed
30Stamina
0Stability
3Free Strike
Immunity
Weakness
Movement
With Captain
M+0Might
A+2Agility
R+0Reason
I+0Intuition
P+1Presence
ll
Main action

Sweeping Blade

Signature
KeywordsMeleeStrikeWeapon
ActionMain action
DistanceMelee 2
TargetOne creature or object
Power Roll+ 2
!5 damage
@7 damage
#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.

ff
Maneuver

Windwalk

Keywords-
ActionManeuver
DistanceSelf
TargetSelf
Effect

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

**
Trait

Like the Wind

The zephyr doesn't provoke opportunity attacks by moving.

**
Trait

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.

Source: Draw Steel: Monsters · printing 1.01