Unruly Crowd
Level 3Hazard (Complex)HazardLargeRemaster
AC
19
HP
44 (BT 22)
Speed
0 ft.
Perception
+0
Fort
+12
Ref
+12
Will
+0
Stealth DC
5
Recall Knowledge DC 18 (arcana)
Attacks
Ranged Cobblestone +12, Damage 2d6+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 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.
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.
Concerned citizens shout slogans about the dangers of dealing with Cheliax and throw bricks at Chelaxian sympathizers.