Medium Swarm of Medium humanoids, Any Alignment
Armor Class 20 Plate Armor & Shield
Hit Points 104 (11d10)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
18 (+4)
Saving Throws CON +4, CHA +6
Senses Passive Perception 10
Languages Common, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Tier 4 Unit. There are 25 soldiers in this unit. Each soldier in this unit has 4 hit points except for the flag-bearer who has 8 hit points. For every 4 hit points lost this unit loses 1 soldier. When a unit has half their soldiers, they no longer benefit from any formation. Units can be made to take their turns after or before their commanders. Formations are used at will on the commanders turn and do not require any actions. After the commander's turn the only way to change formations is if the commander uses a reaction.

Traits:

1. Swarm- Units can occupy the same space as other creatures and potentially swarm them. When a creature's space is occupied by this unit they must make a strength or dexterity saving throw with a DC of 13 or be knocked prone. When this unit falls below 13 troops the DC becomes 12 and lowers again to 10 when the unit falls below 8 troops. (Note units cannot be swarmed unless the force they face is double their own.)

2. Inspirational - This unit can inspire its Allies in battle. Whenever Indomitable or Plant The Banner is used. Any allied creature within 60ft of them may roll 1d4 and add the roll to their saving throws or attack rolls. 

3. Shield Bashers- This unit may shield bash or shove as a bonus action when taking the Attack action.

4. Cooperation- A creature can gain new abilities for 1 minute after picking up the banner. Creatures cannot ride mounts while carrying the banner. The commander gains the charger feat if they do not already have it, as well as temporary hit points equal to their maximum hit points. After picking up the banner the creature can use an Action to use the Rally skill granting any allied creature within a 30ft radius a point of Inspiration. Once this skill is used the banner goes back to the flag-bearer and the buffs granted by the banner to the creature wielding it fade.

5. Mixed Weaponry- The unit is composed of a variety of soldiers. This includes the flag-bearer who has 8 hit points and an armor class of 21. The flag-bearer can be singled out in combat and if an attack lands, one hit point is subtracted per attack landed on the flag-bearer. If the flag-bearer is killed the unit will no longer be able to use the 'Plant the Banner' skill.This unit can deal slashing, piercing or bludgeoning damage. The commander may choose which type of damage is dealt per attack.

6. Banner Guard: This unit will defend the banner to the death as it is their source of strength. Any damage taken by the unit does not affect the flag-bearer unless they are singled out in combat. 

Formations:

1. Dispersed- While in dispersed formation ranged attacks made against this unit have disadvantage. 

2. Guard- While in guard formation this unit cannot be flanked and gains advantage on saving throws against the following effects; Prone, Grappled, Restrained, Stunned, Charmed, Frightened. Additionally, the flag-bearer also gains an armor class of 26.

3. Column- While in column formation this unit gains +2 to attack and damage rolls.

 

Actions

Multiattack. This unit makes three attacks with their weapons.

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d8 + 3) [slashing, piercing, or bludgeoning] damage. 

Rally- The creature wielding the banner uses an action to grant all allies within 60ft of them a point of inspiration. Can only be used after the skill Plant The Banner is used and the creature picks up the banner. Once this skill is used the banner is returned to the flag-bearer.

Charge- This unit takes the dash action and charges toward the enemy. Once the charge is completed it may make one melee attack as a bonus action. If the unit moves at least 10ft in a straight line before taking this bonus action the unit gains a +5 to their damage roll or shoves the creature hit 10ft away from them. This unit can also combo a charge into Plant The Banner & Indomitable instead of attacking. 

Bonus Actions

Plant The Banner- The unit uses a bonus action and plants a banner that lasts for 1-minute, during which time any allied creatures within 30ft  of the banner gain resistance to all damage types (this buff remains so long as the banner is planted).The banner functions as an immovable rod and cannot be moved unless it is picked up by an allied creature or the flag-bearer. If an allied creature picks up the banner, he or she will put away their equipped weapon, but will gain the following skill set to use while they are carrying the banner; Charger Feat, Rally.  (picking up the banner is an  interaction and removes all buffs from the skill) Additionally, the banner becomes a weapon for the creature to use. The banner has the following stats; +6 to hit, Deals 1d12 + Strength Modifier + Charisma Modifier [piercing damage], has the two-handed and reach properties and finally grants the wielder temporary hit points equal to their maximum hit points while it is wielded by the creature.  After 1-minute the banner goes back to the flag-bearer and the buffs gained by the creature wielding the banner fade. This skill has 3 charges that are regained after a long rest.

Indomitable- 1-minute. The unit uses a bonus action to gain one of the following buffs. The type of buff varies depending on the formation the unit is in. While the unit is in Dispersed formation, ranged attacks made against this unit are made with disadvantage, the unit gains a +1 to its armor class and +2 to damage rolls. While the unit is in Guard formation,  the unit gains a +2 to their armor class. While in Column formation, the unit gains a +4 bonus to attack and damage rolls. This skill has 2 charges that are regained after a short rest.

Charge Attack- This unit makes one melee weapon attack after using its action to dash. If the unit moves at least 10ft in a straight line before taking this bonus action the unit gains a +5 to their damage roll or shoves the creature hit 10ft away from them.

Shield Bash- Melee Weapon Attack: +5 to hit, range 5ft, one target: Hit 3 (1d6+3) bludgeoning damage. 

Shield Master Shove- This unit tries to shove a creature after taking the attack action. Strength saving throw DC 13. Upon failure the creature is shoved 5ft.

 

Reactions

Guard The Banner. When the flag-bearer is attacked the unit will shield the flag-bearer, causing all incoming attacks to hit the rest of the unit. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Banner Guard are an elite group of veteran soldiers that have served the in many battles. Being a part of this unit is a huge source of pride for each member. They are clad in plate mail and wield various kinds of weaponry. Their shields display their city's emblem or their lords banner. When they raise their standard they inspire their allies to fight with everything they’ve got. 

Though they come from all walks of life, there is one thing that is certain. "Where this banner flies.. victory follows!"

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2023 5:13:37 AM
13
1
1
Coming Soon
4/11/2023 5:20:27 AM
13
1
1.5
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4/11/2023 5:37:48 AM
14
1
2
Coming Soon
4/14/2023 5:15:43 AM
16
1
2.5
Coming Soon
4/14/2023 5:17:04 AM
13
1
2.5
Coming Soon

Monster Tags: Sidekick

Habitat: ForestGrasslandUrban

LoranEbonheart

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