| Mod | Save | ||
|---|---|---|---|
| STR | 21 | +5 | +5 |
| DEX | 11 | +0 | +0 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 15 | +2 | +2 |
Swarm. The swarm can occupy another creature's space
and vice versa, and the swarm can move through any
opening large enough for one creature of the swarm. The
swarm can't regain hit points or gain temporary hit points.
Pack Tactics. The swarm has Advantage on an attack roll against a creature if at least one of the swarm's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Mounted Combatant. The swarm has both the creature type Humanoid (Human) and the creature type Beast (Horse), for features and abilities that affect such creatures.
Lance. Melee Attack Roll: +11 reach 10 ft. Hit: 27 (4d10 +5) Piercing damage, or 12 (2d6 + 5) Piercing damage when bloodied.
Flanking Charge. (Recharge 5-6) The swarm moves 90 feet in a single direction. Any creature whose space is passed through during this movement must make a DC15 Strength Saving Throw, taking 48 (8d6+20) Force damage, and gain become Incapacitated until the start of the swarm's next turn on a failed save, or half as much damage on a successful save.
Description
A small group of roughly ten Knights on Warhorses.
Comments