Medium Humanoid, Chaotic Good
Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Charge. If Zephyr moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. Zephyr can perfectly recall any path she has traveled.

Reckless. At the start of her turn, Zephyr can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against her have advantage until the start of her next turn.

Sea Legs. The bosun has advantage on ability checks and saving throws to resist being knocked prone.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Habitat: Underdark

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