Ad placeholder
Ironbound Pursuit: Difference between revisions
Jump to navigation
Jump to search
HiddenDragon (talk | contribs) mNo edit summary |
HiddenDragon (talk | contribs) mNo edit summary |
||
Line 15: | Line 15: | ||
| condition duration = 2 | | condition duration = 2 | ||
| condition save = Dexterity | | condition save = Dexterity | ||
| condition dc = caster | |||
| used by creatures = Redcap | | used by creatures = Redcap | ||
| notes = On [[Tactician]] difficulty, Ironbound Pursuit deals {{DamageText|3d10 + Strength|Bludgeoning}} instead. | | notes = On [[Tactician]] difficulty, Ironbound Pursuit deals {{DamageText|3d10 + Strength|Bludgeoning}} instead. | ||
}} | }} |
Latest revision as of 07:30, 15 August 2024
Ironbound Pursuit is a melee class action used by Redcaps.
Description
Launch a flying kick that pushes the target back 2m and knocks it .
Properties
- Cost:
- Action
- Damage:
- 3d8 (3~24) + Strength modifier Bludgeoning
- Details:
- Melee: 1.5 m / 5 ft
- DEX Save (Spell save DC)
Condition: Prone
Duration: 2 turns
Spell save DC Dexterity saving throw
- Can't move or take Actions, Bonus actions, or Reactions, and has Disadvantage on Strength and Dexterity saving throws.
- Attacks against a Prone creature have Advantage if they're made within 3 m / 10 ft of the creature.
- A Prone creature must spend half its Movement Speed to stand up.
- A character with the Athlete feat spends only 1.5 m / 5 ft of Movement Speed to stand up.
How to learn
Used by creatures: Redcap
Notes
On Tactician difficulty, Ironbound Pursuit deals 3d10 + StrengthBludgeoning instead.