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Thread: The Zephyr -- Stats.
09-19-2003, 02:22 AM #1
Hit Dice: 12d8+24 (81 hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 80 ft. (perfect)
AC: 20 (+3 dex, +6 natural, +1 dodge)
Attacks: Fist +6 melee
Damage: 1d3 S
Face/Reach: 5 ft./5 ft.
Special Attacks: Air Mastery, Gaseous Form, Gust of Wind
Saves: Fort +6, Reflex +7, Will +4
Abilities: Str 6, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Skills: Animal Empathy +17, Handle Animal +11, Listen +12, Move Silently
+15, Spot +11
Feats: Alertness, Endurance, Improved Initiative, Flyby Attack, Dodge
Climate/Terrain: Any open sky
Organization: Solitary or with assorted creatures of the sky
Challenge Rating: 12
Alignment: Neutral good
Blood Abilities: Azrai, minor, 22. Bloodform(Major)
Blood Abilities in BP Format: An(4/26) BForm(3) AnAf(4/2/1)
Advancement: By character class
The Zephyr appears as a slim, humanoid female. Her transformation,
however, has been significant enough that she could not be confused for a
human. Aside from the soft glow that illuminates a 10` radius around her
body, she has grown almost impossibly lithe and flexible. He clothing and
hair seem to be in gentle but constant motion, flowing with the wind. Her
limbs and torso also seem to be perpetually moving, as if her entire being
were keeping time with some aeolian rhythm that one she can hear. Her
thin, v-shaped face is obviously no longer human. She has a pronounced
brow, and eyes that glow with an inner light. Her nose has become flat,
almost vestigial, and her mouth is small and nearly lipless. When she
speaks it is in breathy tones like that of a flute.
The Zephyr has many friends amongst creatures of the air. Though she
does nothing so crass as "train" or keep any such animals as pets, they do
obey her out of loyalty and respect when called upon, and many accompany
her out of sheer adoration. If attacked these creatures will defend her to
Air Mastery: Airborne creatures suffer a -1 circumstance penalty to
attack and damage rolls against the Zephyr.
Gaseous Form: The Zephyr may assume Gaseous Form (as the spell) at will.
Gust of Wind: The Zephyr may create a gust of wind (as the spell) at will.
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