Prison Break

Level 7Hazard (Complex)
HazardLargeRemaster
AC
22
HP
62 (BT 31)
Speed
0 ft.
Perception
+0
Fort
+18
Ref
+12
Will
+20
Stealth DC
21
Weaknesses area-damage 6, splash-damage 6
Recall Knowledge DC 23 (arcana)

Abilities

Rush to Freedom

Trigger The door to holding cell B opens


Effect The hazard grabs at the weapons of any creatures within 20 feet of the door, attempting to Disarm them with a +19 modifier, and then rolls initiative.

Disable DC 27 athletics to stop the prisoners in their tracks, DC 30 diplomacy to reason with the mob, or DC 27 intimidation to cow them into calming down

A prison mob makes a break for freedom, trampling anything in its path.