as Concentrated acid (1d6, hits armor's armor points first, lasts 1d3 rounds) to 1d3 locations 100% to hit, evade to avoid entirely. Passive warding can block it, but it damages the warding device, eating through armor points first then hit points. Parrying works identically, and does not stop the acid from damaging.
The creature uses Leaping attacks as described on page 104 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking
There are some animals, monsters, and even people who leap upon their victims in order to knock them prone. Leaping attacks can be launched from a variety of situations, but most are triggered as part of an ambush or at the conclusion of a charge. A few creatures have the ability to leap atop an opponent without the need for a run-up or superior height.
A leaping attack is resolved with an opposed roll of the leaper’s Athletics skill versus the defender’s Brawn or Evade skill. If the leaper wins then the defender is automatically knocked prone, with the attacker astride them. If the attack fails, the defender has weathered or sidestepped the impact. If the winner of the opposed roll achieves one or more levels of success over his opponent, they may select suitable Special Effects as per normal combat.
No damage is inflicted as part of the leap (unless they possess the Leaper creature ability page 216); however a subsequently prone victim cannot recover his footing until either his attacker leaves him, or he eventually wins a Special Effect permitting him to Arise. If the target is a quadruped, then it may substitute Athletics for Evade, and makes the attacker’s initial Athletics roll one difficulty grade harder. In addition, leaping attacks only work against opponents of up to twice the attacker’s SIZ. A target can make themselves more difficult to knock down by proactive use of the Brace combat action, provided they are aware of the impending leap attack
Greenspawn Razorfiends may withdraw as a special effect on attack and defense.
Greenspawn Razorfiends may move before the attack, after the attack, or both, provided they do not exceed half of their movement in total for the action.