Military Unit. For every 60 hit points lost by the Bikontarcon of Aeillan Bannermen, it becomes capable of one fewer attack if it uses multiattack.
Morale. For every 60 hit points by the Bikontarcon of Aeillan Bannermen, make a morale save against charisma (DC 12), it it fails the save, it becomes demoralized, and must, if possible, use either a disengage or dash action to attempt to flee from the battlefield. If it has 55 or fewer hitpoints, or it is demoralized when it fails a charisma save the Bikontarcon is destroyed. If the unit is demoralized it may attempt a DC 15 charisma save. If it succeeds, the it loses demoralized and may act normally.
Martial Discipline. Due to the highly disciplined nature of the Aeillan Bannermen, it has advantage on morale saves as long as it has half or more of its hit points.
Tightly Packed. Due to the high density of the Bikontarcon, it has disadvantage on all saving throws against area attacks, and is vulnerable to damage caused by area attacks as long as it has 120 or more of its hit points.
Aeillan Infantry Drill. As long as the Bikontarcon of Aeillan Bannermen has at least 120 hit points, it adds +2 to its proficiency modifier to attack rolls, and skill checks. Additionally, the Bikontarcon of Aeillan Bannermen, may, once per round add an additional 26 (4d8 + 8) damage to a successful attack of a kind used by the attack itself.
Multiattack. The Bikontarcon of Aeillan Bannermen, make four attacks with their short bows, or four attacks with their rapiers.
Short Bow. Ranged Weapon Attack::+4 to hit, range 80/320 ft., one target. Hit: 28 (5d6 + 10)
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 32 (5d8 + 10) piercing damage.
Arcing Volley. The Bikontarcon selects circular area of 30 ft. in diameter. Creatures in the area must make a dexterity save, (DC 15) or take 6 (1d6 + 2) piercing damage per 5 ft. the creature occupies. Swarms take triple damage.
Ignite Arrows. The Bikontarcon selects circular area of 30 ft. in diameter. Creatures in the area must make a dexterity save (DC 15), or take 1 piercing plus 4 (1d6) fire damage per 5 ft. the creature occupies. Swarms take triple damage. Creatures that take damage from this attack suffer disadvantage on attack rolls and skill checks until the end of its next turn. Flammable objects in the area ignite, and smoke covers causing attack rolls made by creatures, or targeting creatures in the area suffer disadvantage for three rounds.
Skirmish Drill. The Bikontarcon of Aeillan Bannermen may take a disengage action, and may move up to 30 ft. if a hostile creature comes within 10 ft. of it.
Description
In the Aeillan Poleis, the Aeillan Penandroi (Bannermen) are seen as above the common Akritae. A professional, organized fighting force, the Aeillan Penandroi can be seen guarding extremely important places and persons, and are the primary soldiers on campaigns in Aeilla.
This Bikontarcon, roughly 25 men and officers, in spite of its name, has taken to the field as light skirmishers. This means that they are equipped with a heavy kavadion (Studded Leather), helmet, a composite short bow, and rapiers.
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