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Hazards

By the Horns

Level 10

uniqueComplexEnvironmentalMythic

Stealth +22 (master)

Disable DC 27 Athletics (master) to tug one of the ox’s ears, DC 32 Arcana, Nature, Occultism, or Religion (expert) to distract the Ox with a display of magic, or DC 35 Acrobatics (expert) to dangle in front of the Ox’s eyes and obscure its vision; three successes are required to disable the hazard

Toss [Reaction] Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage and is knocked prone. Critical Failure The creature takes double damage, is knocked prone, and takes 1d12 persistent bleed damage as it scrapes across the Ox’s scales.


Routine (1 action) The Granite Ox bucks.

Level 10 · Complexity Complex

Stealth +22 (master)

Disable

  • Athletics DC 27 (master) — to tug one of the ox’s ears
  • Arcana DC 32 (expert) — , Nature , Occultism , or Religion (expert) to distract the Ox with a display of magic
  • Acrobatics DC 35 (expert) — to dangle in front of the Ox’s eyes and obscure its vision; three successes are required to disable the hazard

Trigger A creature reaches the Granite Ox’s head or attempts a skill check to disable the hazard

Effect The Granite Ox tosses its head. Creatures in the area 2d12+13 bludgeoning damage must attempt a DC 29 Fortitude saving throw. The hazard rolls initiative.

Reset The hazard ends automatically after 5 rounds or once all PCs are thrown from the Ox’s back, whichever comes first.