Marguk Cleftneck
Level 7Attacks
Abilities
Each of Marguk's heads rolls its own initiative and has its own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of Marguk's arms, but both can move the legs. Any ability that would sever one of the heads (such as the vorpal weapon property) doesn't cause Marguk to die if she still has her other head, but it does cause her to lose the turns, actions, and reactions of the severed head. Mental effects that target a single
Marguk's regeneration can regrow a severed head. After regaining Hit Points from regeneration, she attempts a DC 10 flat. On a success, the missing head is fully restored. If Marguk loses her last remaining head, she dies immediately.
Marguk's armor primarily protects her abdomen and legs, leaving her shoulders and head exposed. Strikes made with ranged or reach weapons gain a +1 circumstance bonus to attack rolls against Marguk. At the GM's discretion, other attacks that can easily reach her head level (such as attacks made from high ground) also gain this bonus.
Requirements Marguk is wielding a warhammer
Effect Marguk makes a warhammer Strike against each creature in a 15-foot cone.
Trigger Marguk successfully Strikes a creature with her warhammer
Effect One of Marguk's heads takes advantage of the disoriented foe and makes a jaws Strike against that creature with a –2 penalty.