Shock Skag[edit]
Level 5 Skirmisher
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Medium Extraterrestrial Beast XP 200
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HP 64; Bloodied 32
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Initiative +5
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AC 19; Fortitude 17, Reflex 18, Will 14
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Perception +3
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Speed 6
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Resist Electric 10
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Traits
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Pack Tactics
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An enemy cannot make opportunity attacks against a skag if another skag is adjacent to that enemy.
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Leaping Roar
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When a skag makes an attack at the end of a charge, it gains a +2 bonus to the damage roll. If it misses, the target may make an opportunity attack against the skag.
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Standard Actions
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Claw (Physical)♦ At-Will
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Attack: Melee 1 (one creature); +10 vs. AC
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Hit: 2d6 + 4 physical damage. If the target is slowed, they take an additional 2 electric damage.
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Bioshock (Electric)♦ At-Will
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Attack: Ranged 5; +8 vs. Fortitude
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Hit: 2d6 + 4 electric damage and the target is slowed until the end of the skag's next turn.
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Str 18 (+6)
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Dex 16 (+5)
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Wis 12 (+3)
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Con 14 (+4)
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Int 2 (-2)
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Cha 8 (+1)
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Equipment —
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Shock Skag
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Shock Skags will try to use bioshock to slow targets before moving in for the kill, attacking with other skags and using pack tactics to withdraw and shock again as necessary.
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Back to Skags (4e Future Creature Group)
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