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 (Action) ♦ 2d10 + 2 ♦ Signature

Keywords Melee, Strike, Weapon
Distance Melee 2 Target 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)

Keywords
Distance Self Target 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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