Ornery Augdunars
COMPLEX HAZARD 1 +8 (trained)
Spooked augdunars gallop wildly about the paddock, biting and kicking as they run.
Succeed at four of the following checks in any combination: DC 14 Nature (trained) to calm the animals, DC 16 Intimidation (untrained) to scare the augdunars away, DC 18 Will (trained) to avoid flinching and project confidence, causing the augdunars to veer away. For each success, the hazard takes a cumulative -1 penalty to attack rolls.
AC 16; Fort +10, Ref +8, Will +5
HP 30 (BT 15)
Rile
Algerschmick rolls initiative
The augdunars roll initiative.
Lashing Hooves
An augdunar makes a hoof Strike and compares the attack roll result to the AC of up to two foes who are adjacent to each other.
Melee Hoof +11, Damage 1d6+3 bludgeoning
Melee Jaws +11, Damage 1d4+3 piercing
(2 actions) The augdunars use an action to Strike one target with their jaws, and they use another action to Trip a different target (Athletics +9). If the augdunars have taken damage since their last turn, they instead use Lashing Hooves with their first action and then make either a jaws Strike or Trip attempt with their second action.
Pathfinder #193: Mantle of GoldOGL