Gargantuan swarm of Medium humanoids, Any Alignment
Armor Class 14 (chain shirt)
Hit Points 330 (60d8 + 60)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Senses Passive Perception 11
Languages Any one language (usually Common)
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Military Unit. For every quarter of its original hit point total lost by the platoon, it becomes capable of one fewer attack if it uses multiattack. 

Morale. For every quarter of its original hit point point total lost by the platoon, make a morale save against charisma (DC 13), 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 a quarter of its original hit point total or fewer hit points, or it is demoralized when it fails a charisma save against morale the platoon is destroyed. At the start of its turn, if the unit is demoralized it may attempt a DC 15 Charisma saving throw. If it succeeds, the it is no longer demoralized and may act normally. 

Martial Discipline. Due to the highly disciplined nature of the professional Men at Arms, the platoon has advantage on morale saves as long as it has half or more of its original starting hit points.

Tightly Packed. Due to the high density of the platoon, it has disadvantage on all saving throws against area attacks, and is vulnerable to damage caused by area attacks as long as it has half or more of its original hit point total. 

Actions

Multiattack. The platoon of Men at Arms, make four attacks with their longbows or four with their shortswords.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 27 (5d8 + 5) slashing damage. 

Short Sword. Melee: Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 28 (5d6 + 10) piercing damage.

Arcing Volley. The platoon 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 double damage.

Ignite Arrows. The platoon 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 double 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.

 

Description

Men at Arms are semi-professional forces kept on retainer by particularly powerful and wealthy nobles as part of their retinue, or part of mercenary bands. These troops are made of sterner stuff than levies, and can generally be trusted to hold a line effectively even against knights. 

Variant Men at Arms

Breastplate: replace chain shirt with breastplate, increase AC by 1 

Hauberk: replace chain shirt with chainmail armor, increase AC by 2 (increase CR to 14)

Munition Armor: replace chain shirt with halfplate armor, increase AC by 2 (increase CR to 14)

Monster Tags: NPC

Habitat: CoastalDesertForestGrasslandHillMountainUrban

SomeGuy223

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