Swarm: The army can occupy another creature's space and vice versa, and the army can move through any opening large enough for a Medium humanoid. The army can't regain hit points or gain temporary hit points.
Disciplined Formation: The army has advantage on saving throws against being frightened.
Shield Wall: When the army is reduced to half its hit points or fewer, it gains a +2 bonus to AC.
Defensive Stance (Recharge 5-6): The army takes a defensive stance, imposing disadvantage on all attack rolls against it until the start of its next turn.
Multiattack: The army makes three attacks.
Longsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 5) slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 22 (4d10 + 1) piercing damage.
Battle Orders (1/Day): The army can use its action to issue orders that bolster its allies. Up to 5 allied creatures within 60 feet gain temporary hit points equal to the army's Constitution modifier (+6) and have advantage on their next attack roll.
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