Military Unit. For every 30 hit points lost by the Kontarcon of Aeillan Akritae, it becomes capable of one fewer attack if it uses multiattack.
Morale. For every 30 hit points lost by the Kontarkon of Aeillan Akritae, make a morale save against charisma (DC 14), 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 30 or fewer hitpoints, or it is demoralized when it fails a charisma save the Akritae 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.
Aeillan Akritae Tactics. The Aeillan Akritae may use Disengage as a bonus action. Additionally, once per round, add an additional 13 (2d8 + 4) damage to a successful attack of a kind used by the attack itself.
Multiattack. The Kontarcon Aeillan Akritae makes four attacks with their Spears, or four with their Shortbows.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 10 (2d6 + 2) piercing damage.
Arcing Volley. The Kontarcon selects circular area of 30 ft. in diameter. Creatures in the area must make a dexterity save, (DC 13) or take 6 (1d6 + 2) piercing damage per 5 ft. the creature occupies. Swarms take double damage.
Description
Aeillan Akritae serve as border guards, law enforcement, and other non-exciting but vitally important roles in Aeillan armies. They are usually lightly equipped, but are well drilled in the tactics of delaying their opponents. This unit approximately ten soldiers strong, serves as the typical light infantry Akritae.
Previous Versions
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