Stonefang Pass Quake
Hazard
Level 5 Lurker
XP 200

The earth around you shakes and rumbles. There’s nowhere to run.

Hazard: The ground shakes, and any creatures in area are knocked prone.Perception     The hazard cannot be detected with Perception.Initiative 2TriggerThe quake occurs whenever the titan Stonefang attempts to escape.AttackStandard Action      Area The entire tunnel.
Target: Each creature in the areaAttack: +6 vs. ReflexHit: 1d6 + 4 damage, the target falls prone, and the quake slides the target 2 squares in a random direction.Special: Roll a d20 at the end of the quake’s turn. On a 10 or higher, the quake continues for another round. Otherwise, it stops. After the quake stops and until the end of the encounter, roll a d6 each round on the quake’s initiative. On a roll of a 5 or 6, there is an aftershock and the quake makes an attack.Countermeasures     Dungeoneering DC 17 or Nature DC 17: A character can use a move action and make a Dungeoneering check or Nature check to brace against the quake, gaining a +4 bonus to Reflex against the quake’s attacks.
     The quake does not attack flying creatures.
     Prone creatures take no damage from a hit by the quake, and it slides the creature only 1 square.

Published in HS2 Orcs of Stonefang Pass, page(s) 8, 16.