
Haugbúar (Barrow Shades):
From those opened cracks in the ground, like tears in the fabric of the natural order of things, a group of hunched, spiritual figures wrapped in translucent burial furs stiff with ice and mildew come climbing out. An unearthly sickly green glow rims itself along the edges of their tattered armor, clinging to them as the figures cling to some semblance of life. Their hollowed eyes burn with undeath beneath the helm that’s fused to their very skulls, and the group of Haugbúar charge forward.
Horrifying Visage: Make an encounter roll D20 check with a DC of 10 after each round. If you fail, roll your strength modifier dice and multiply it by 2 to for the amount of seconds required to hold a wall sit.
From those opened cracks in the ground, like tears in the fabric of the natural order of things, a group of hunched, spiritual figures wrapped in translucent burial furs stiff with ice and mildew come climbing out. An unearthly sickly green glow rims itself along the edges of their tattered armor, clinging to them as the figures cling to some semblance of life. Their hollowed eyes burn with undeath beneath the helm that’s fused to their very skulls, and the group of Haugbúar charge forward.
Horrifying Visage: Make an encounter roll D20 check with a DC of 10 after each round. If you fail, roll your strength modifier dice and multiply it by 2 to for the amount of seconds required to hold a wall sit.
Original: $20.21
-65%$20.21
$7.07Description
From those opened cracks in the ground, like tears in the fabric of the natural order of things, a group of hunched, spiritual figures wrapped in translucent burial furs stiff with ice and mildew come climbing out. An unearthly sickly green glow rims itself along the edges of their tattered armor, clinging to them as the figures cling to some semblance of life. Their hollowed eyes burn with undeath beneath the helm that’s fused to their very skulls, and the group of Haugbúar charge forward.
Horrifying Visage: Make an encounter roll D20 check with a DC of 10 after each round. If you fail, roll your strength modifier dice and multiply it by 2 to for the amount of seconds required to hold a wall sit.























