Large swarm of Medium humanoids, Chaotic Good
Armor Class 11
Hit Points 49 (7d8 + 7)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Surround. The spearmen can occupy the space of another creature, treating it as difficult terrain. When they do so, they have advantage on attack and grapple checks made against that creature. A surrounded creature that attempts to disengage must make a grapple check against the spearmen. On a fail, the target is not restrained but does not disengage, leaving them open to attacks of opportunity if they move.

Divide and Conquer. The spearmen can choose to target up to 3 creatures within range instead of 1 every time they take the attack action.  Only 1 attack roll is made, which is contested by each creature's armor class individually.  The creatures and division of the damage (in quantities of 1d6 + 1) must be decided before the attack roll is made. 

Swarm. The spearman are vulnerable to area of effect attacks. When the spearmen drop to 32 HP or below, and again when they drop to 16 HP,  their attack does 1 dice less damage and two spearmen fall unconscious. Roll on the following table to determine who. If a spearman is rolled that is already unconscious, the next closest spearman falls unconscious instead.

1. Robert. 2. Jimbo. 3. Brix. 4. Grishma. 5. Lopem. 6. Hux. 7. Pietree. 8. Reroll

 

Actions

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 3) piercing damage. 

Description

A group of 7 spearman loyal to Zuma the Swift. The group consists of Robert: their leader; Jimbo: a one armed flag bearer; Brix: an older gentleman who lost a bet; Grishma: a feisty self dependant woman that don't need no man; and Lopen, Hux, and Pietree: a group of teenagers who were childhood friends.

Lair and Lair Actions

 

 

jelanders

Comments

Posts Quoted:
Reply
Clear All Quotes