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Hazards

Quaking Footfalls

Level 14

commonEnvironmentalKaiju

Stealth DC 10 Disable DC 39 Athletics (trained), Civil Engineering Lore (trained), or Crafting (trained) to brace a small structure or surface to cancel the effects of the quake in that area, DC 41 Arcana (legendary), Occultism (legendary), or Performance (legendary) to calm or divert the kyokor; three total successes are required to disable the hazard; DC 30 Piloting (trained) if in a vehicle to avoid the kyokor's path (disables the hazard only for that vehicle) Quake Reaction The kyokor moves at least 60 feet;

Simple Hazard · Level 14

The ground shakes in a 120-foot emanation from the kyokor's space. The ground becomes difficult terrain, and creatures on it are clumsy 2 for 1 round. Ground vehicles move at half speed. Fissures open above underground spaces (like sewers, sinkholes, or catacombs). Creatures in the area tumble into the resulting 40-foot-deep hole unless they succeed at a DC 40 Reflex save. Near a body of water, these tremors creates dangerous waves. Creatures in the water or within 60 feet of the waterline are struck by waves that deal 3d8 bludgeoning damage (DC 35 basic Reflex save). On a critical failure, a creature is instantly swept 60 feet out to sea and 60 feet under the water's surface.

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