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Zephyr the Glidist

Zephyr the Glidist
Zephyr
CR 2
Small humanoid (Muridae), Chaotic Good
Reveal Stat Block
Armor Class
15 (Leather Armor)
Hit Points
38 (7d6 + 7)
Speed
25 ft., climb 25 ft.
str
10
+0
dex
20
+5
con
12
+1
int
12
+1
wis
14
+2
cha
14
+2

Saving Throws DEX +7

Skills Acrobatics +9, Perception +6, Performance +6, Stealth +7

Senses darkvision 60 ft., passive Perception 16

Languages Common, Muridae

Nimble Escape.Zephyr can take the Disengage or Hide action as a bonus action on each of his turns.
Wind-Runner.While using a leaf-kite, Zephyr can use a bonus action to increase his glide speed by 20 feet for 1 round.
Evasive Maneuvers.Zephyr has advantage on Dexterity saving throws while he is at least 10 feet above the ground.

Actions

Multiattack.Zephyr makes two attacks with his Needle-Dagger.
Needle-Dagger.Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Aerial Distraction.Zephyr performs a dizzying aerial stunt. One creature within 30 feet that can see him must succeed on a DC 13 Wisdom save or have disadvantage on its next attack roll.

Zephyr the Glidist

Zephyr is a freelance glidist and messenger based in The Crown City of Ardor. A high-spirited and daring Briar-Kin, Zephyr is famous for being one of the few Muridae who regularly glides between the canopy and the root-level without using a Sky-Hook. He is a master of the Leaf-Kite and a frequent participant in the illegal beetle-races that take place in the outer branches of the Mother-Tree.

Zephyr is a free spirit. He has little interest in the structured hierarchy of the Acorn Guard or the mercantile world of Market-Master Pip. He makes his living delivering high-priority messages and small, lightweight cargo to the most remote corners of The Shrouded Boughs. His knowledge of the forest's thermal currents is unrivaled, and he is often the first to know about changes in the weather or the movements of the magical mist.

Despite his somewhat reckless reputation, Zephyr is a kind-hearted mouse who often performs pro-bono deliveries for the elderly or for families in need.

Secret Motivation: Zephyr is secretly helping a group of Mist-Whisker orphans escape from a forced-labor camp run by a rogue Pirate Lord on a nearby island. He uses his glidist skills to smuggle food and medicine to the orphans while searching for a way to bring them safely to Drift-Haven.

Adventure Hook: Zephyr has found a "Wind-Stone"—a rare crystalline artifact that can manipulate air currents—hidden in a high-altitude nest. He needs the party to help him retrieve it before a group of Gilded Corsairs using steam-powered jetpacks can find it.