← Browse Monsters

High Elf Zephyr

Level 1 Platoon Harrier ยท Draw Steel Monsters v1

High Elf Zephyr

Level 1 Platoon Harrier
Fey, High Elf, Humanoid EV 6
Size
1M
Speed
7
Stamina
30
Stability
0
Free Strike
3
Immunity: โ€” Weakness: โ€”
Movement: โ€”
M 0
A +2
R 0
I 0
P +1
◆ Sweeping Blade 2d10 + 2
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ One creature or object
≤11 5 damage
12–16 7 damage
17+ 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.
◆ Windwalk
◎ Maneuver
⚔ Self ◎ Self
Effect: The zephyr flies up to their speed. If they don't end this movement on solid ground, they are prone.
★
Like the Wind
The zephyr doesn't provoke opportunity attacks by moving.
★
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.