Unruly Crowd

Level 3Hazard (Complex)
HazardLargeRemaster
AC 19
HP 44 (BT 22)
Speed 0 ft.
Fort +12
Ref +12
Will +0
Perc +0
Size Large
Common
Complex Hazard
Stealth +5
Disable Succeed at two of the following checks in any combination: DC 20 athletics (trained) to confiscate dangerous debris, DC 20 diplomacy (trained) to calm the crowd, DC 18 intimidation (untrained) to scare the crowd away, DC 22 will (trained) to maintain a brave and confident demeanor; an effect such as Calm that can target an area counts as one automatic success.
Recall Knowledge arcana DC 18

Attacks

Ranged Cobblestone +12/+7/+2 (range 30 ft.)
Damage: 2d6+5 bludgeoning

Abilities

There They Are!defensive

Trigger A creature opens the door to the Grand Hall --- Effect The unruly crowd rolls Initiative.

Catchy Sloganoffensive

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 Confidenceoffensive

The unruly crowd targets a creature within 30 feet The creature must attempt a DC 20 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.

Description

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