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@@ -1263,15 +1263,6 @@ object {Lost Omens: Monsters of Myth}
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'<p>Ebeshra doesn\'t rush this way again for [[/gmr 1d4 #Rounds]] rounds.</p>' (x1)
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'<p>Ebeshra waits [[/gmr 1d4 #Lightning Blast Wait]] rounds before another blast.</p>' (x1)
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[routine] : string {Lost Omens: Monsters of Myth.system.details.routine} (3 different values)
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'' (x3)
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'<p>The GM rolls a @Check[flat|dc:9|showDC:owner] to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing @Damage[6d6[bludgeoning]] damage to [[/r 1d4 #Targets]] randomly chosen targets (@Check[reflex|dc:35|basic|name:Falling Debris|traits:hazard,complex,environmental,kaiju] save; on a critical failure, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]). On a critical success, the effect is the same, but the debris deals @Damage[12d6[bludgeoning]] damage to [[/r 2d4 #Targets]] randomly chosen targets instead (@Check[reflex|dc:35|basic|name:Falling Debris|traits:hazard,complex,environmental,kaiju] save; on a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Restrained] by rubble until freed [@UUID[Compendium.pf2e.actionspf2e.Item.Force Open] DC 38, @UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 35]).</p>' (x1)
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'<p>The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a @Check[fortitude|dc:45|name:Planar Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] or @Check[reflex|dc:45|name:Planar Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] save (the creature\'s choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled.</p>
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<hr />
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<p><strong>Critical Success</strong> The creature resists the pull and doesn\'t move toward the rift.</p>
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<p><strong>Success</strong> The creature is moved 25 feet toward the rift.</p>
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<p><strong>Failure</strong> The creature is moved 50 feet toward the rift.</p>
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<p><strong>Critical Failure</strong> The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take @Damage[10d6[bludgeoning]] damage.</p>
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<p>If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a @Check[fortitude|dc:50|name:Pull Into the Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] or @Check[reflex|dc:50|name:Pull Into the Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] save (the creature\'s choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side.</p>' (x1)
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[initiative] : object {Lost Omens: Monsters of Myth.system.initiative}
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statistic : string {Lost Omens: Monsters of Myth.system.initiative.statistic} (same value: 'perception')
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[perception] : object {Lost Omens: Monsters of Myth.system.perception}
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