House Thrune Elite Infantry

Level 16
Creature· humanoidUncommonGargantuanRemaster
AC 38
HP 300
Speed 20 ft.
Fort +30
Ref +27
Will +26
Perc +27
Size Gargantuan
Uncommon
Resistances fire 10
Weaknesses area damage 12, splash damage 12
Languages common, diabolic
Senses darkvision
Skills athletics +33
Recall Knowledge society DC 37

Abilities

Give No Grounddefensive

These soldiers have had it beaten into them that they shall hold their ground no matter what. If any effect would force the House Thrune elite infantry to move, reduce that distance by 10 feet. Any time it would be affected by the Fleeing condition, the elite infantry is instead Slowed 2 for the same duration.

Hell's Willdefensive

As long as it has 4 segments, the House Thrune elite infantry troop improves its degree of success on rout checks by one step, even when without a commander. When it has three segments, it instead gains a +2 status bonus to rout checks.

Troop Defensesdefensive

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movementdefensive

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Cloven Charge◆◆offensive

The House Thrune elite infantry charges forward with an infernal yell on cloven hooves. The troop Strides up to twice its Speed. At the end of the troop's movement, each enemy within a 10-foot emanation takes (2d6+7) piercing damage with a DC 34 reflex save.

Crossbow Array◆◆offensive

The House Thrune elite infantry unit draws, loads, and fires a barrage from its crossbows. The salvo is a 10-foot burst within 100 feet that deals 5d8 piercing damage (DC 34 reflex save). When the elite infantry is reduced to 2 segments, this area decreases to a 5-foot burst.

Hellish Spearsoffensive

Frequency once per round Effect The House Thrune elite infantry attacks each enemy in a 10-foot emanation with its flaming longspears, with a DC 34 reflex save. The damage depends on the number of actions. 1 (2d6+2) piercing damage plus 1d6 fire damage 2 (4d6+7) piercing damage plus 1d6 fire damage 3 (7d6+10) piercing damage plus 1d6 fire damage