Fey, High Elf, Humanoid
EV 6
Immunity: โ
Weakness: โ
Movement: โ
Might
0
Agility
+2
Reason
0
Intuition
0
Presence
+1
◆
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.
⚔ 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.