Quickling Zephyr
Small fey humanoid
Level 14 Lurker XP 1000
| HP 82; Bloodied 41 | Initiative +20 |
| AC 30, Fortitude 26, Reflex 29, Will 23 | Perception+10 |
| Speed 12, climb 6 | Low-light vision |
Traits
Combat Advantage
With a successful melee attack, the zephyr deals 2d6 extra damage against any creature granting combat advantage to it, and the creature is dazed (save ends).
Unstoppable
The zephyr ignores difficult terrain and can move across any solid or liquid surface.
Standard Actions
(⚔) Short Sword ✦ At-Will
Attack: Melee 1 (one creature); +19 vs. AC
Hit: 1d6 + 9 damage.
Move Actions
Blinding Speed (illusion) ✦ Recharge ⚃ ⚄ ⚅
Effect: The zephyr moves up to 12 squares and becomes invisible until it attacks or until the end of its next turn.
Skills Acrobatics +26, Bluff +13, Stealth +21
Str 12 (+8) Dex 28 (+16) Wis 17 (+10)
Con 22 (+13) Int 16 (+10) Cha 12 (+8)
Alignment Evil Languages Elven
Equipment: short sword .
Published in Monster Manual, page(s) 215, Underdark, page(s) 111, 115, Dungeon Delve, page(s) 109, Dungeon Magazine Annual, page(s) 98, Dungeon Magazine 166, page(s) 38, Revenge of the Giants, page(s) 114, P1 King of the Trollhaunt Warrens, page(s) 57, Tomb of Horrors, page(s) 71.