Vicious Animal (Elite)
Level 3 Elite Warder
Two savage beasts strain against a chain, snapping at anyone that draws near.Hazard: The vicious animala are chained to an iron spike. It can move up to 3 squares from the iron spike. Both animals attack when one is triggered.Perception No check is required to see the vicious animal.Initiative +4TriggerA vicious animal rolls initiative whenever a character comes within 3 squares of it. Henceforth, the vicious animals make an attack against any creature they can reach.AttackStandard Action Melee
Special The vicious animals can move up to 3 squares before the attack.Target: One creatureAttack: +8 vs. ACHit: 1d8 + 3 damage, and the target is knocked prone.Effect Each round on its turn, the vicious animals attack the closest creature they can reach.Countermeasures Nature DC 15: A character can engage in a skill challenge to handle the vicious animal and disable it. Complexity 1 (4 successes before 3 failures). Success calms the animal down so it no longer attacks. Failure causes the animal to attack, as above.
A character can attack the vicious animal (AC 15, other defenses 11; hp 15). When reduced to 0 hit points, the vicious animal dies, ending the hazard.
A character can break or destroy the chain by moving to the iron spike restricting the animal’s movement (break DC 30 Strength; AC 5, Fortitude 10; hp 60). Releasing the animal from the chain allows it to move freely. Each round thereafter, the animal can move up to 8 squares to attack the closest creature, as above.
Published in Dragon Magazine Annual.