Gargantuan Undead, Neutral
Armor Class 16 (N/A)
Hit Points 15 (1d20 + 15)
Speed
STR
18 (+4)
DEX
18 (+4)
CON
17 (+3)
INT
7 (-2)
WIS
10 (+0)
CHA
12 (+1)
Senses Passive Perception 10
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Initiative. Each company has a fixed initiative: 10 + unit morale rating + commander's Charisma modifier

Morale. Morale is a rating like an ability score modifier, and ranges from –10 to +10. Units from warrior cultures may start at +4, while armies of the enthralled or undead will begin at 0.

Commander. The commander of a unit has its own stats distinct from the unit itself. If killed, the unit may only perform the Attack, Dash, and Disengage actions, and all attacks by the unit have Disadvantage while all attacks against it have Advantage.

Naval Warfare. Units may board longships. Battles between longships may only involve the Attack action, but units boarding other ships while at sea may use any of its actions. The DM may decide the consequences of certain battles.

Regeneration. Units regains 1 BR at the start of their turn. If the unit takes fire or radiant damage, this trait doesn’t function at the start of the unit’s next turn. The unit is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.

Specializations. Units may specialize in certain classes or types.

Draugr. Units comprised of mainly draugr have Advantage on attacks made in Arctic environments and never make morale checks. If the commander of a draugr unit is killed, the unit is automatically destroyed.

Haugbui. Units comprised of mainly haugbuar have Advantage on attacks made in Arctic environments and never make morale checks.

Actions

Attack. An attack is an opposed check between a unit’s BR and its target’s BR. A unit can attack at any range that all of its members can make attacks at. When a unit attacks a target, the attacking unit rolls a d20 and adds its BR, as does the target. You then compare the results to determine the result of the fight:
Tie. Nothing happens if the attacker and the target tie.
Target Wins. If the target’s total is higher, the attack has no effect.
Attacker Wins by 10 or Less. The attacker scores casualties, but not enough to break the target unit. The target’s BR is reduced by 2.
Attacker Wins by 11 or More. The attacker scores heavy casualties on the target. The target’s BR is reduced by 5, and if it is not undead or enthralled it must immediately make a DC 8 morale check. If the check fails, the unit flees the battle and is eliminated. Remove it from play.

Dash. A unit that dashes increases its speed for its turn. This increase equals the unit’s speed.

Ambush. A unit that guards prepares to attack any enemy that draws close to it. The next time an enemy unit enters a space adjacent to this unit, it immediately makes an attack against the enemy unit. If the unit succeeds on a contested Stealth check against the target's Passive Perception, the attack has advantage.

Bonus Actions

Siege Weapons. A unit equipped with siege weapons may use each piece of equipment once per turn.


 

 

 

Description

Warbands are made up of anywhere from 100 to 120 soldiers with a variety of specializations, all averaging out to a Battle Rating (BR) of 15. This BR replaces HP and attack damage during Mass Combat, and the unit is only defeated once its BR falls to 0. Within Mass Combat rules, Advantage stacks.

As a result, Mass Combat only involves two numbers (BR and Morale) and one die (d20), making large-scale warfare easy.

HaminScott

Comments

Posts Quoted:
Reply
Clear All Quotes