Zephyr Guard
CREATURE 14 +24
Athletics +28, Diplomacy +24, Intimidation +24, Katapesh Lore +24, Society +22
Str +8, Dex +5, Con +5, Int +2, Wis +4, Cha +4
AC 36; Fort +26, Ref +26, Will +29
HP 255
Attack of Opportunity
A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
25 feet
Melee Scimitar +30 (forceful, magical, sweep), Damage 2d6+14 slashing plus Subduing Strikes
Ranged Heavy Crossbow +30 (magical, reload 2, range increment 120 feet), Damage 2d10+6 piercing plus Subduing Strikes
Adroit Disarm
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
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.
Pathfinder #149: Against the Scarlet TriadOGL