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Dromaar Company

Numerous dromaar mercenary companies operate in and around Belkzen, providing their strength at arms to any hold that requests their services. These disciplined warriors march confidently into battle, bringing their axes to bear against all who stand in their way.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Dromaar CompanyCreature 6

Gargantuan Dromaar Human Humanoid Orc Troop 
Source Battlecry! pg. 178
Perception +8; darkvision
Languages Common, Orcish
Skills Acrobatics +7, Athletics +9, Intimidation +5, Survival +5
Str +5, Dex +4, Con +2, Int +0, Wis +2, Cha +0
AC 17; Fort +8, Ref +11, Will +5
HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments); Weaknesses area damage 5, splash damage 5
Ferocious Fall [reaction] Trigger The dromaar company is about to lose a segment due to passing a Hit Point threshold; Effect The dying dromaar mercenaries lash out as they fall. Each enemy in a 5-foot emanation takes 1d8 slashing damage (DC 15 basic Reflex save); this occurs before the troop loses a segment.Troop Defenses
Speed 25 feet; troop movement
Bola Hurl [two-actions] The dromaars draw bolas and toss them in a 15-foot cone. Each creature in this area takes 3d6 nonlethal bludgeoning damage (DC 15 basic Reflex save). A creature who fails this saving throw is also knocked prone.Charge the Fallen [two-actions] The dromaar company Strides up to twice, sweeping with their axes. They deal 2d8+5 slashing damage (DC 15 basic Reflex save) to each enemy in a 5-foot emanation at the end of their movement. This damage increases by 5 if the target is prone.Disciplined Strikes [one-action] to [three-actions] Frequency once per round; Effect The dromaars coordinate melee attacks with their axes against all enemies in a 5-foot emanation (DC 15 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d8 slashing damage
[two-actions] 2d8+5 slashing damage
[three-actions] 2d8+10 slashing damage