Dromaar Company

Level 6
Creature· dromaarGargantuanRemaster
AC
23
HP
90
Speed
25 ft.
Perception
+14
Fort
+14
Ref
+17
Will
+11
Weaknesses area-damage 5, splash-damage 5
Languages common, orcish
Senses darkvision
Skills athletics +15, acrobatics +13, intimidation +11, survival +11
Recall Knowledge DC 22 (society)

Abilities

Troop Defenses

HP 90 (4 segments); Thresholds 60 (3 segments), 30 (2 segments)

Troop Movement
Bola Hurl

The dromaars draw bolas and toss them in a 15-foot cone. Each creature in this area takes 3d6 bludgeoning damage (DC 21 reflex save). A creature who fails this saving throw is also knocked Prone.

Charge the Fallen◆◆

The dromaar company Strides up to twice, sweeping with their axes. They deal (2d8+5)[slashing|options:area-damage] damage (DC 21 reflex save) to each enemy in a 5-foot emanation at the end of their movement. This damage increases by 5 if the target is Prone.

Disciplined Strikes

1 to 3

Frequency once per round


Effect The dromaars coordinate melee attacks with their axes against all enemies in a 5-foot emanation (DC 21 reflex save). The damage depends on the number of actions.

1 1d8 slashing damage

2 (2d8+5)[slashing|options:area-damage] damage

3 (2d8+10)[slashing|options:area-damage] damage

Numerous dromaar mercenary companies operate in and around Belkzen, providing their strength at arms to any hold that requests their services. These disciplined warriors march confidently into battle, bringing their axes to bear against all who stand in their way.