Dromaar Mountaineer
Creature 2 — dromaar, human, humanoid, orc
FlankerSnareLANDhumanoidorc
Dromaar mountaineers are hardened half-orc scouts who often lead raiding or scouting parties on dangerous expeditions. Dromaar scouts who lead many successful expeditions can rise to positions of prominence within their holds, and those who command enough loyalty may even claim a hold of their own. Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against
Source: pathfinder-monster-core
Perception +11; darkvision
Languages common, orcish
Skills acrobatics +7, athletics +7, survival +8
Str
+3
Dex
+3
Con
+1
Int
+0
Wis
+2
Cha
+0
Items Pick, Bola (6), Hide Armor, Rope
AC 19
Fort +7
Ref +9
Will +8
HP 28
Speed 25 feet
Offense
Melee Pick (fatal-d10) +9, Damage 1d6+3 piercing
Melee Fist (agile, shove, unarmed) +9, Damage 1d6+3 bludgeoning
Ranged Bola (nonlethal, ranged-trip, thrown-20) +9, Damage 1d6+3 bludgeoning
Abilities
Ferocity —
Tangle Prey — The dromaar draws a bola and Strikes a target within 20 feet. On a success, the dromaar immediately rolls an Athletics check against the target's Fortitude DC to Trip them.
WORKS WELL WITH
AnvilLANDA frontline defender pins the party's attention so the mountaineer can maneuver into position for an unpunished Strike from another angle.
WeaverLANDA target left Prone from the bola Trip is easier for a spellcaster's save-based effects to land against.
SniperLANDOff-Guard from being tripped lets a ranged attacker land a cleaner shot the same turn.
PUNISHES
✖ clumping✖ low Fortitude✖ isolated targets
Works well with · Punishes · Pairing advice
Unlock with Tactics
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