Group Morale. While it has more than half its hit points, the battalion has advantage on saving throws against being charmed, frightened, paralyzed, stunned, restrained, or knocked prone.
Telepathic Hub. As part of a short or long rest, this battalion can create a telepathic link between itself and any number of creatures or battalions within 500 feet of itself. Until this battalion is reduced to half its hit points or lower, the targets can speak telepathically with one another.
Arcane Barrage. Each creature in a line 120-foot long, 30-foot wide starting from the battalion, must make a DC 15 Dexterity save, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. If the battalion has less than half its hit points or fewer, it deals 7 (2d6) damage instead.
Tactical Illusion (1/day). This battalion create many overlapping illusions in a 60-foot radius sphere centered on a point within 120 feet of themselves. A creature outside the sphere can only see and hear what the illusions look and sound like, unless it has
true sight.
The illusion lasts for 10 minutes depending on the unit's concentration as though it is concentrating on the spell. As a bonus action on subsequent turns, this battalion can change what the illusion looks and sounds like or move it to a new location.
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