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Zephyr Guard

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 34
Unspecific Lore: DC 32
Specific Lore: DC 29

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Zephyr GuardCreature 13

Legacy Content

Uncommon N Medium Human Humanoid 
Source Pathfinder #149: Against the Scarlet Triad pg. 51
Perception +24
Skills Athletics +26, Diplomacy +22, Intimidation +22, Katapesh Lore +22, Society +20
Str +8, Dex +5, Con +5, Int +2, Wis +4, Cha +4
Items +1 striking heavy crossbow (10 bolts), +2 striking scimitar, greater healing potion, +1 resilient breastplate
AC 34; Fort +24, Ref +24, Will +27
HP 235
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] scimitar +28 [+23/+18] (forceful, magical, sweep), Damage 2d6-2+14 slashing plus subduing strikesRanged [one-action] heavy crossbow +28 [+23/+18] (magical, range increment 120 feet, reload 2), Damage 2d10-2+6 piercing plus subduing strikesAdroit Disarm [two-actions] 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 [two-actions] 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 Strikes 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.