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Hazards

Ornery Augdunars

Stealth +8 (trained)

commonAnimalComplexEnvironmental
Lvl 1complexAnimalComplexEnvironmental
AC
16
HP
30
EffectAlgerschmick rolls initiative
AC
16
HP
30

Stealth

+8 (trained)

Disable

Succeed at four of the following checks in any combination: Nature DC 14 (trained) to calm the animals, Intimidation DC 16 (untrained) to scare the augdunars away, Will DC 18 (trained) to avoid flinching and project confidence, causing the augdunars to veer away. For each success, the hazard takes a cumulative –1 penalty to attack rolls.

AC 16, Fort +10, Ref +8

HP

30

Rile [Reaction]


Routine

(2 actions) The augdunars use an action to Strike one target with their jaws, and they use another action to Trip a different target (Athletics +9).