FANDOM



 
Ep3x01-2
Judoon

Medium size humanoid

Hit Dice: 8d8+40 (76 hp)

Initiative: +0

Speed: 20 ft.

Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16

Base Attack/Grapple: +6/+18

Attack: Gore +13 melee (2d6+12)

Full Attack: Gore +13 melee (2d6+12)

Space/Reach: 10 ft./5 ft.

Special Attacks: Powerful charge, Defensive stance 5/day, Trap sense+2, Damage reduction 6/-, improved uncanny dodge, Mobile defense

Special Qualities: Low-light vision, Code of Conduct

Saves: Fort +11, Ref +6, Will +3

Abilities: Str 26, Dex 10, Con 21, Int 10, Wis 13, Cha 2

Skills: Listen +14, Spot +3

Feats: Alertness, Endurance, Improved Natural Attack (gore)

Combat

Powerful Charge (Ex): Judoon deals folk 4d6+24 points of

damage when it makes a charge.

As DWARVEN DEFENDER: Defensive stance 5/day, Trap sense+2, Damage reduction 6/-, improved uncanny dodge, Mobile defense

Code of Conduct: A Judoon must be lawful neutral,

and dishonors himself, his family, and his weapon if he ever

willingly commits a chaotic act. Additionally, the samurai code

of bushido requires that he be obedient to his lord, accept death

at any time and face it bravely, avenge any dishonor, and shun

any appearance of cowardice. The core principles of bushido are

honor, loyalty, and courage. 

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.