AC 13 (chain shirt)
HP 126 (23d8+23;
bloodied
63)
Speed 30 ft.
Initiative Dex +1 (11), Insight +0 (10), Perception +0 (10)
Proficiency +3; Maneuver DC 13
Saving Throws Str +2, Dex +1, Con +1, Int +0, Wis +1, Cha +0
Senses passive Perception 10
Fighting Unit. The unit consists of 25 officers working in tandem, filling the space of a single Huge creature. Enemies treat spaces within 5 feet of the unit as difficult terrain. The unit can make up to four opportunity attacks per round without using its reaction.
Attacks that affect an area deal double damage to the unit if they include 2 spaces of the unit, or triple if they include the unit’s entire space.
Non-damaging effects that target only a single creature (such as the poisoned effect of ray of sickness) usually have no effect on the unit. The Narrator should use their best judgment when adjudicating such effects.
Damage to the unit wounds individuals and weakens unit cohesion. Defeated soldiers typically are back in fighting shape after a day’s rest
ACTIONS
Multiattack. The military troop makes four attacks. (The unit’s attacks include a +2 bonus to represent the benefits of teamwork and spotting.)
Blades and Bludgeons. Melee Weapon Attack: +6 to hit; reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning, piercing, or slashing damage.
Muskets. Ranged Weapon Attack: +5 to hit; range 60/180 ft.; one target. Hit: 10 (2d8+1) piercing damage. Special: There are enough muskets that misfires and reloading don’t matter.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.