Halfling Lucky Draw

Level 8
Creature· halflingGargantuanRemaster
AC
26
HP
135
Speed
25 ft.
Perception
+16
Fort
+13
Ref
+16
Will
+19
Weaknesses area-damage 10, splash-damage 10
Languages common, halfling
Skills deception +18, performance +18, diplomacy +16, occultism +16, stealth +16
Recall Knowledge DC 24 (society)

Abilities

Troop Defenses

HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments)

Troop Movement
Bad Deal◆◆

The halflings mock and taunt their enemies with quick Harrow readings that predict doom. The troop chooses a number of creatures equal to the number of its remaining segments within 60 feet. Each target must attempt a DC 23 will save. On a failure, the target must roll their next attack roll, saving throw, or skill check twice and use the worse result.

Effect: Bad Deal

False Cuts

1 to 3

Frequency once per round


Effect The halflings feint with their cards and then lash out with their daggers in a coordinated melee attack against enemies in a 5-foot emanation, with a DC 23 reflex save. The damage depends on the number of actions.

1 1d4 piercing 1d4 precision precision damage

2 (2d4+7)[piercing,2d4 precision|options:area-damage] precision damage

3 (3d4+10)[piercing,2d4 precision|options:area-damage] precision damage

Troop Harrowing

When the halfling lucky draw Casts a Spell that targets a single creature, some of the constituent members can perform a focused Harrow reading on the target as part of Casting the Spell. The lucky draw attempts an occultism skill check against the target's Will DC. On a success, the target takes a –1 status penalty to their saving throw or AC against the spell (–2 on a critical success). If the lucky draw critically fails this check, their reading portends bad news for the halflings and they be