Port Peril Bar Fight (Last Catch) (3-4)
Level 4Hazard (Complex)HazardMediumLegacy
AC
18
HP
15 (BT 7)
Speed
0 ft.
Perception
+0
Fort
+19
Ref
+13
Will
+13
Stealth DC
-10
Immunities critical-hits, precision, swarm-mind
Recall Knowledge DC 19 (arcana)
Attacks
Melee General Mayhem +14 (nonlethal), Damage 2d8+5 bludgeoning
Abilities
Port Peril Specialty
The bar fight creates an effect unique to the bar, located at any point within the hazard (even within sections that have been disabled) as long as the entire hazard has not been disabled. The DC for each effect is 21.
Slippery When Wet◆
The sea splashes, a cask ruptures, or a patron from an aquatic ancestry uses a water-based ability, coating 4 contiguous 5-foot squares with the effects of Grease. This effect is a Last Catch specialty.
Disable DC 22 intimidation to cow a section of crowd or DC 25 diplomacy to attempt to disperse it
An assorted crowd throws punches, flings bottles, and otherwise flies into chaos as a bar fight breaks out, clustering in six sections of one of Port Peril's drinking houses.