Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Mobile. Coustilliers are exceptionally speedy and agile. They gain the following benefits:
- Their speed increases by 10 feet.
- When Coustilliers use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When Coustilliers make a melee attack against a creature, they don't provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not.
Pole Voulge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d12+3) slashing or piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d8+2) piercing damage.
Evasion. Coustilliers can nimbly move out of the way of certain area effects, such as an area of effect siege engine attack. When Coustilliers are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
Description
Coustilliers are mounted warriors who pledge service to the rulers of Serpentine. They are low ranking but professional soldiers. They wear high quality Serpentine armour and are mounted on medium war-horses. Their high mobility allows them to be used as shock cavalry albeit the lack of competent officers in Serpentine might prove detrimental.
Comments