Planar Terra-cotta Squadron

Level 15
Creature· constructRareMediumLegacy
AC 37
HP 300 (troop defenses (200/100))
Speed 25 ft.
Fort +26
Ref +23
Will +24
Perc +24
Size Medium
Rare
Weaknesses bludgeoning 15, area damage 20, splash damage 10
Languages tien
Skills intimidation +20, athletics +18
Recall Knowledge arcana DC 39

Abilities

Form Upinteraction

The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.

Planar Stepinteraction(teleportation)

The planar terra-cotta squadron momentarily moves beneath the Material Plane, instantly transporting itself to a location within 90 feet. The squadron can't use Planar Step again for 1d4 rounds

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Shield Blockdefensive

Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Troop Defensesdefensive

Thresholds 200 (3 segments), 100 (2 segments) 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.

Aim as One◆◆offensive

The troop launches a ranged attack in the form of a 10-foot burst within 100 feet that deals (3d8+13) untyped damage (DC 33 reflex save). When the garrison is reduced to 8 or fewer squares, this area decreases to a 5-foot burst.

Raise Shieldsoffensive

The troop raises steel shields, with the effects of Raise a Shield.

Strike as Oneoffensive

1 to 3 Frequency once per round Effect The garrison makes a melee attack against each enemy in a 5-foot emanation (DC 30 reflex save). The damage depends on the number of actions. 1 2d8 slashing damage. 2 (3d8+13) slashing damage. 3 (4d8+16) slashing damage.

Troop Movementoffensive

Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop.

Description

Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.


These constructed warriors can work together as a trained group to repel intruders.