High Elf Zephyr

Level 1 Platoon Harrier
Fey, High Elf, Humanoid EV 6
Stamina 30
Speed 7 Size 1M / Stability 0
Free Strike 3

Might

0

Agility

2

Reason

0

Intuition

0

Presence

1

Sweeping Blade 2d10 + 2

Melee, Strike, Weapon Signature Action
Melee 2 1 creature or object
≤11: 5 damage 12—16: 7 damage 17+: 9 damage;
the zephyr makes a free strike on a creature adjacent to the target;
both creatures are A<2 prone
Effect:

Shift 2.

Windwalk

Maneuver
Self Self
Effect:

The zephyr moves up to their speed through the air. They must end this movement on solid ground or immediately fall prone.

Like the Wind

All of the zephyr’s movement is considered shifting.

Otherworldly Grace

At the start of their turn, the zephyr can turn the duration of one save ends effect they suffer from into EoT.

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  1. High Elf Malice


    1. Chaincast

      3 Malice
      1. Until the end of the round, whenever a high elf uses a Magic ability, they can use it as if they were occupying the space of another high elf on the encounter map to whom they have line of effect.

    2. Gift From an Accursed Tome

      5 Malice
      1. Area, Magic Action Non-Minion
        5 × 1 line within 1
        All enemies
      2. ≤11: 5 damage;
        R<1 condition (save ends)
        12—16: 9 damage;
        R<2 condition (save ends)
        17+: 12 damage;
        R<3 condition (save ends)
      3. Effect

        The high elf chooses damage type and condition afflicted from one of the following pairs: cold and slowed, poison and weakened, or corruption and frightened of the high elf.

    3. In Defiance of Time

      7 Malice
      1. Until the end of the round, all high elves have their speed increased by 4. When a high elf uses an ability against an enemy, each high elf adjacent to the enemy can make a free strike against them.

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