Rowdy Crowd

Level 4Hazard (Complex)
HazardLargeRemaster
AC
21
HP
48 (BT 24)
Speed
0 ft.
Perception
+0
Fort
+14
Ref
+14
Will
+0
Stealth DC
7
Recall Knowledge DC 19 (arcana)

Attacks

Ranged Cobblestone +14, Damage 2d8+5 bludgeoning

Abilities

There They Are!

Trigger A creature opens the door to the Grand Hall


Effect The unruly crowd rolls Initiative.

Catchy Slogan

All the hazards in a 30-foot emanation gain a +1 status bonus to attack rolls and damage rolls for 1 round.

Effect: Catchy Slogan

Shake Confidence

The unruly crowd targets a creature within 30 feet The creature must attempt a DC 22 will save


Critical Success The creature is unaffected and immune to Shake Confidence for 24 hours

Success The creature becomes Frightened 1

Failure The creature becomes Frightened 2

Critical Failure The creature becomes frightened 2 and Stupefied 1.

Disable Succeed at two of the following checks in any combination: DC 22 athletics (trained) to confiscate dangerous debris, DC 22 diplomacy (trained) to calm the crowd, DC 20 intimidation (untrained) to scare the crowd away, DC 24 will (trained) to maintain a brave and confident demeanor; an effect such as Calm that can target an area counts as one automatic success.

Concerned citizens shout slogans about the dangers of dealing with Cheliax and throw bricks at Chelaxian sympathizers.