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Ornery AugdunarsHazard 1

Animal Complex Environmental 
Source Pathfinder #193: Mantle of Gold pg. 30
Complexity Complex
Stealth +8 (trained)
Description Spooked augdunars gallop wildly about the paddock, biting and kicking as they run.
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] Trigger Algerschmick rolls initiative; Effect The augdunars roll initiative.
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). If the augdunars have taken damage since their last turn, they instead use Lashing Hooves with their first action and then make either a jaws Strike or Trip attempt with their second action.
Melee [one-action] hoof +11, Damage 1d6+3 bludgeoning
Melee [one-action] jaws +11, Damage 1d4+3 piercing
Lashing Hooves [one-action] An augdunar makes a hoof Strike and compares the attack roll result to the AC of up to two foes who are adjacent to each other.