Showing0entries
Sorted A-Z
Hazards

Ornery Augdunars

Level 1

commonAnimalComplexEnvironmental

A pack of ill-tempered augdunars, riled up and ready to charge anything that crosses their path. Loud, mean, and hard to talk down once their blood is up.

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.

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).

Level 1 · Complexity Complex

Stealth +8 (trained)

Disable

  • Intimidation DC 14 (trained) — (trained) to calm the animals, Intimidation
  • DC 16 — (untrained) to scare the augdunars away, Will
  • DC 18 (trained) — (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

HP 30

Trigger Algerschmick rolls initiative

Effect The augdunars roll initiative.