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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.