Zephyr Guard

Level 14
Creature· humanUncommonMediumLegacy
AC 36
HP 255
Speed 25 ft.
Fort +26
Ref +26
Will +29
Perc +24
Size Medium
Uncommon
Skills athletics +28, diplomacy +24, intimidation +24, society +22
Recall Knowledge society DC 34

Attacks

Melee Scimitar +30/+25/+20(forceful, magical, sweep)
Damage: 2d6+14 slashing
Effect: subduing strikes
Ranged Heavy Crossbow +30/+25/+20 (range 120 ft.)(magical, reload 2 ft.)
Damage: 2d10+6 piercing
Effect: subduing strikes

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Adroit Disarm◆◆offensive

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◆◆offensive

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 Strikesoffensive

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.