D&D 3E/3.5 Mass Combat for my Homebrewed Campaign!


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Unit Template (Version 2)
Size and Type: A unit can be sized anywhere from Large to Colossal. It is composed of a number of Small, Medium Large, Huge, or Gargantuan creatures (see below). The unit’s type is the same as the base creature.

Every square in a unit must be occupied, including Commanders (but see under Special Qualities). For a Huge unit this would be equivalent to 9 Small- or Medium-sized creatures.

Units with Standard Sized Creatures (including one Commander of the same size)
Large (10 ft.) = 4 Small or Medium
Huge (15 ft.) = 9 Small or Medium
Gargantuan (20 ft.) = 16 Small or Medium
Colossal (30 ft.) = 36 Small or Medium
Colossal (40 ft.) = 64 Small or Medium
Colossal (50 ft.) = 100 Small or Medium

Units with Larger Sized Creatures (including one Commander of the same size)
Gargantuan (20 ft.) = 4 Large creatures
Colossal (30 ft.) = 9 Large creatures, or 4 Huge creatures
Colossal (40 ft.) = 16 Large creatures, or 4 Gargantuan creatures
Colossal (50 ft.) = 25 Large creatures

Hit Dice: A unit’s Hit Dice is equal to its Space. So a Huge unit of Small or Medium creatures has 15 HD. A unit’s Hit Die is the same as the base creature’s normal Hit Die. If the base creature has class levels then use the Hit Die for the class. If the bass creature has both Hit Dice and class levels then use the lower Hit Die, for the unit, if they are different. So, a Huge unit made up of human warriors has Hit Dice equal to 15d8. The same sized unit made up of fey warriors has Hit Dice equal to 15d6, because fey normally have d6 HD.

A unit that ends up with more than 500 Hit Points has its CR adjusted up by +2. If the unit’s Hit Points adds up to more than 1,000 then increase the CR bonus to +4.

Reducing a unit to 0 Hit Points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Units are never staggered or reduced to a dying state by damage.

Initiative: Same as the base creature, adjusted for any change in Ability Scores.

As an option, a unit can act on its Commander’s initiative, instead. This must be decided before rolling for initiative.

Speed: Reduce all the unit’s Speed ratings by 10 feet.

Armor Class: Same as the base creature, adjusted for any change in the unit’s Dexterity score.

Base Attack: Same as the base creature.

Attack/Full Attack: Same as the base creature, adjusted for any change in the unit’s Strength and Dexterity scores. The amount of damage done by a unit’s attacks increases based on the size of the unit. Take the adjusted Space of the unit (see below under Space/Reach) and divided it by 5 to get the number of Dice to roll for determining damage. The (adjusted) Strength modifier of the unit is multiplied by this number, as well, for both melee attacks and ranged attacks that add Strength damage.

For example, a unit with a 40-ft. Space, using longswords, would do 8d6 damage while fighting together (40 / 5 = 8). If the unit has a Strength score of 18, then it adds +32 to the damage roll for it’s melee attacks. (It would only add +16 when attacking with a light weapon.) If the unit was outfitted with mighty composite bows (expensive and unlikely) then the unit would add +32 to damage dealt with its ranged attacks.

A unit can make Attacks of Opportunity against opponents within its Reach, as normal. A unit can score a critical hit against individual opponents (including enemy Commanders), but not against other units. (A unit that manages to critical hit against an individual will do an insane amount of damage!)

A unit’s attacks are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to unit attacks.

A unit cannot make sneak attacks. A unit of scouts can use the Skirmish ability, however. Scouts are right at home on the battlefield.

Grapple: As base attack bonus + (adjusted) Strength modifier; modified for its change in size. Units are excellent grapplers, and individuals fighting against them need to be extremely careful.

Space/Reach: A unit has a Space equal to its new size category and the same Reach as the base creature. So a Huge unit made up of Medium creatures has a Space of 15 ft., and a Reach of 5 ft.

Attack Options: Unlike with mobs, units retain their special attacks, as units are the result of disciplined training for war. In addition, a unit gains any number of the following attack options, depending on the DM’s goals for the unit.

Battle Magic (Sp) (Optional): Units made up of spellcasters (arcane or divine) can cast spells cooperatively, and the unit’s Caster Level is equal to 1/3 the unit’s Hit Dice (rounded down) or the base creature’s original Caster Level, whichever is lower. (Spellcasting units are rare, and often dominate the battlefield. Such units, on Harqual, are limited to no more than 16 spellcasters per unit.)

The unit’s number of Spells Known and Spells per Day is always the same as the base creature, however. And the unit can only cast one set of Spells per Day, not a number of Spells per Day per caster in the unit. (So, a unit of spellcasters casts once per round, not 16 times per round.)

Add +2 to the unit’s CR if it has access to spellcasting.

Battle Psionics (Psi) (Optional): Units made up of psionicists can manifest powers cooperatively, and the unit’s Manifester Level is equal to 1/3 the unit’s Hit Dice (rounded down) or the base creature’s original Manifester Level, whichever is lower. (Psionic using units are even more rare than spellcasting units, and can completely dominate the battlefield. Such units, on Harqual, are limited to no more than 9 manifesters per unit, and the base creature cannot be above 10th-level.)

The unit’s number of Powers Known and Power Points per Day is always the same as the base creature, however. And the unit can only cast one set of Power Points per Day, not a number of Power Points per Day per manifester in the unit.

Add +2 to the unit’s CR if it has access to psionics.

Bonus Feat (Ex): A unit can gain a bonus feat, as part of training provided by its Commander. This feat is selected by the DM and is usually based on a theme for the unit. This option can be added to the unit more than once (max 5 times), but each time it is selected the unit’s CR increases by 1.

Enhanced Innate Abilities (Su) (Optional): If the base creature has spell- or psi-like abilities, those abilities are enhanced as part of being in a unit. The unit’s Caster or Manifester Level for the unit’s spell- or psi-like abilities is equal to ½ the unit’s Hit Dice + the (adjusted) Ability Score used for the spell- or psi-like abilities, as per the base creature.

Add +1 to the unit’s CR if this option is selected.

Expert Grappler (Ex) (Optional): A unit can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A unit is never considered flat-footed while grappling.

Units can grapple individuals, but not other units. A unit’s Commanders are immune to this ability unless the unit turns on them.

Add +1 to the unit’s CR if this option is selected.

Trample (Ex) (Optional): A unit that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 1/10th d6 the unit’s HD + 1-½ times the unit’s Strength modifier. So, a 30-ft. unit, with a Strength score of 15, would do trampling damage equal to 3d6+3.

The damage Die increases for units made up of larger than normal sized creatures and decreases for units made up of smaller than normal sized creatures. Thus, a 30-ft. unit of small creatures would do 3d4+3 points of damage on a trample, while a unit of large creatures would do 3d8+3 points of damage on a trample.

The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 10 + ½ the unit’s HD + the unit’s Strength modifier) to take half damage.

Units can trample individuals, as well as other units. A unit’s Commanders are immune to this ability unless the unit turns on them.

Add +1 to the unit’s CR if this option is selected.

Special Qualities: A unit retains all the special qualities of the base creature, if the unit can effectively use the special qualities in combat. Those that cannot be used are discarded. Losing access to special qualities never reduces a unit’s CR, unless the ability is considered essential to the design of the base creature. In such cases, the base creature is likely inappropriate to become a unit.

In addition to the base creature’s special qualities, a unit gains a number of the following special qualities. Those not listed as optional must be used.

Commander (Ex): A unit is always led by at least one Commander, who takes up one of the spots in the unit. A unit can have more than one Commander and larger than normal sized Commanders can lead units made up of smaller creatures. A unit that is led by more than one Commander has its CR increased by +1 for each additional Commander. (Larger and smaller commanders don’t increase a unit’s CR.)

A unit with a Commander that has the Leadership feat gains a +2 bonus to Armor Class, attack rolls, saving throws, and ability/skill checks. A unit can gain this benefit only once, and if the Commander with the Leadership feat disappears or is slain the bonus is lost.

A unit led by a Commander with a Level Adjustment receives bonus Hit Points equal to the commander’s Level Adjustment x 2. So, a unit led by a creature with a Level Adjustment of +5 gains 10 extra Hit Points.

Commanders always attack other opponents (including units) as individuals and they always use their own stats, as normal. They can move beyond the boundaries of the unit, but must remain visible to the unit at all times, otherwise the unit suffers a -2 penalty to Armor Class, attack rolls, saving throws, and ability/skill checks. If a unit’s commander it killed this penalty becomes -4. A unit with more than one Commander can have these penalties applied multiple times, for the loss of each Commander.

Opponents can only target a unit’s Commander(s) (or another specific person in the unit) if they make successful Spot check against a DC equal to 15 + the Commander’s Dexterity modifier. This assumes that the Commander isn’t trying to actively hide on the battlefield. If the Commander hides, then the Spot check is opposed by the Commander’s Hide check. However, in such situations the Commander is also actively hiding from his own unit, which means the penalty to the unit for the Commander disappearing as noted above, is applied. The penalties listed on page 83 of the PHB must be strictly adhered to for the purposes of mass combat. The battlefield is a chaotic place and trying to Spot a specific individual, at a distance, is difficult, at best.

Note: A unit without Commanders will continue to fight, but many such leaderless units would rather surrender than face certain death. Units made up of chaotic creatures, fanatic religious warriors, and alien extraplanar creatures rarely surrender, however.

Resist Area Effects (Ex) (Optional): A unit is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.)

If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)

Add +1 to the unit’s CR if this option is selected.

Unit Anatomy (Ex): Units are immune to critical hits and sneak attacks, but can be flanked by other units and some creatures (see next paragraph). Units cannot be bull rushed, grappled, or tripped.

Individual creatures cannot flank a unit unless the flanking creature is only one size category smaller than the unit (i.e. a Huge creature could flank a Gargantuan unit, but not a Colossal one.). Larger creatures can always flank a unit that is equal to or smaller than the creature’s size.

A unit gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. A unit that gains negative levels equal to its Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A unit takes half again as much damage (+50%) from spells/powers and effects that affect an area, such as splash weapons, evocation spells, and psychokinesis powers.

A unit is only affected by mass spells if the spell caster is high enough to target every member of the unit. Thus a mass cure light wounds spell, cast by a 15th-level cleric would only be able to affect a unit made up of 15 or less individuals, and would only restore 1d8+15 hp to the unit (not 1d8+15 hp x 15). Standard cure spells cannot restore Hit Points to a unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc)

Although units are treated as one creature (except where noted), it sometimes becomes necessary to determine the fate of a specific individual in the unit. Assume that 30% of its numbers are slain and 30% are reduced to 0 Hit Points. To determine a specific individuals fate, simply roll d%: a result of 01-30 indicated death, 31-60 indicated the victim is reduced to 0 Hit Points, and a roll of 61-100 indicates the victim escapes relatively unscathed.

A unit is never broken up by nonlethal damage. (Units cannot be subdued.)

Widen the Gap (Ex) (Optional): A unit with this ability can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10. So, a 30-ft. Space unit that uses this ability becomes spread out over a distance of 40 feet.

A unit in such a formation takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)

If a unit has both Resist Area Effects and Widen the Gap, and moves into a widened formation then the unit takes normal damage from area-based spells and powers (and splash weapons). If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply.

Add +1 to the unit’s CR if this option is selected.

Saves: Same as the base creature, adjusted for any change in the unit’s Dexterity, Constitution, and Wisdom scores.

Abilities: If a unit is considered to be neutral in alignment then its Ability Scores are all increased by +2. If a unit is considered to be lawful in alignment then its Ability Scores are all increased by +4. If a unit is considered to be chaotic then it uses the Ability Scores of the base creature.

Increase the unit’s CR by +1 if it is neutral in alignment. If the unit is lawful then increase the unit’s CR by +2. Nonchaotic units are better organized and fight more effectively as a group.

Feats: Same as the base creature, excepted as noted below.

A unit cannot use Weapon Finesse for its melee attacks. If the base creature has this feat, replace it with a different feat (prerequisites must still be met).

A standard unit gains Improved Bull Rush and Improved Overrun as bonus feats.

A unit with spellcasting ability gains Cooperative Spell 1 and either Twin Spell 1 or Widen Spell as bonus feats, instead of Improved Bull Rush and Improved Overrun. For the purposes of the Cooperative Spell feat, each individual in the unit (excluding the unit’s Commander) is treated as being an additional caster. So, a Gargantuan unit made up Small or Medium-sized wizards adds 15 to a Cooperative fireball’s save DC and gains a +15 bonus on the caster level check.

A unit with ability to manifest psionics gains Chain Power 2 and either Twin Power 2 or Widen Power 2 as bonus feats, instead of Improved Bull Rush and Improved Overrun.

DM’s Choice (Optional): Unique units can be built with two bonus feats, chosen by the DM, instead of the feats noted above. Every unit has the possibility of being unique.

Skills: Same as the base creature, adjusted for any change in Ability Scores.

Organization: Solitary, pair, platoon, or army (3–12 units).

Challenge Rating: Large: 6, or +3 if the base creature’s CR is 5 or higher, Huge: 7, or +3 if the base creature’s CR is 6 or higher, Gargantuan: 8, or +3 if the base creature’s CR is 7 or higher; Colossal (30 ft.): 9, or +4 if the base creature’s CR is 8 or higher; Colossal (40 ft.): 10, or +4 if the base creature’s CR is 9 or higher; Colossal (50 ft.): 11, or +4 if the base creature’s CR is 10 or higher.

Advancement:

Level Adjustment:
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1 D&D Complete Arcane
2 D&D Expanded Psionics Handbook
 
Last edited:

Revised

Argo’s Fist of Freedom (CR 23)
hp 383 (50d8+150 plus 8)
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Male and female human warriors 5
LN Colossal humanoid (unit of 94 humans plus 3 commanders)
Init +3; Senses Listen +5, Spot +5
Languages Common
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AC 20 (+3 Dex, +4 armor, +1 shield, +2 leadership), touch 15, flat-footed 17
Immune Critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped
Fort +8, Ref +6, Will +3
Weakness Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations
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Speed 20 feet (4 squares)
Melee Short swords +9 (10d6+30/19-20/x2)
Ranged Shortbows +9 (10d6/x3)
Space 50 ft.; Reach 5 ft.
Base Atk +3; Grp +22
Attack Options Expert grappler, trample 5d6+4
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Abilities Str 17 (+3), Dex 16 (+3), Con 16 (+3), Int 14 (+2), Wis 13 (+1), Cha 12 (+1)
SA Expert grappler, trample
SQ Bonus feats (4), commander (Argo Flameheart), commander (Amaryllis Greenbottle), commander (Shötte), resist area effects, unit anatomy, widen the gap
Feats Alertness, Combat Reflexes (B), Endurance (B), Hold the Line (B) 1, Improved Bull Rush (B), Improved Overrun (B), Weapon Focus (short sword) (B), Weapon Focus (shortbow) (B)
Skills Handle Animal +11, Listen +5, Profession (soldier) +6, Ride +13, Spot +5
Possessions 94 chain shirts, 94 light wooden shields, 94 shortbows, 94 short swords
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Expert Grappler (Ex) Argo’s Fist of Freedom can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.
Argo’s Fist of Freedom can grapple individuals, but not other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.
Trample (Ex) If Argo’s Fist of Freedom simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 5d6+4 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 38) to take half damage.
Argo’s Fist of Freedom can trample individuals, as well as other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.
Resist Area Effects (Ex) Argo’s Fist of Freedom is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.)
If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)
Unit Anatomy (Ex) Argo’s Fist of Freedom is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.
Argo’s Fist of Freedom gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.
Argo’s Fist of Freedom is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc).
Widen the Gap (Ex) Argo’s Fist of Freedom can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10 (70 feet for this unit).
When the unit is in this formation it (normally) takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)
Since Argo’s Fist of Freedom has both Resist Area Effects and Widen the Gap, then the unit takes normal damage from area-based spells and powers (and splash weapons) when in a widened formation. If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply.
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Argo, Amaryllis, and Shötte Count as Unit Commanders for this Group
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1 D&D Complete Warrior
 

Option Added...

Split Hit Dice (Ex) (Optional): If a unit has both racial Hit Dice and class levels then the DM can divide the unit’s total Hit Dice in a similar fashion, based on the percentage of racial HD & class levels against the character level (not including level adjustment). So, a Colossal (30-ft.) unit made up of 9 centaurs each with 6 levels of fighter would divide its 30 HD like the following: 12d8 for the centaur racial HD, and 18d10 for the fighter levels. (This could also be done for multiclass characters, without racial HD, if the DM prefers.) Splitting the unit’s HD in this way will give a more realistic unit, but doesn’t provide any additional benefit to the unit.

If anyone has any addtional ideas then feel free to post them here.
 

Should the CR be higher for this one?

Hell’s Legionnaires (CR 20)
hp 400 (20d8+80 plus 230); DR 5/magic; legion’s strength
--- (extra hit points granted by legion’s strength; ad hoc increase of challenge rating)
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Always LE Medium outsider (baatezu, evil, extraplanar, lawful) (unit of 15 legion devils plus 1 commander)
Init +5; Senses See in darkness; Listen +2, Spot +2
Languages Infernal; telepath 100 ft.
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AC 24 (+5 Dex, +3 natural, +3 armor, +3 shield), touch 15, flat-footed 19; Mobility
Immune Fire, poison, fear; critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped
Resist Acid 10, cold 10; evasion
Fort +7, Ref +7, Will +6; legion’s defenses; legion’s mind
--- (roll 4 times for saves, use best result)
Weakness Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations
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Speed 20 feet (4 squares)
Melee Mwk longsword +59 (4d8+20/19-20/x2) and
--- Shield arm bash +55 (4d6+10/x2)
--- (included size and two-weapon fighting penalties)
Ranged Longbow +64 (4d8/x3, 150 ft.) or
--- Longbow +65 (4d8/x3, 150 ft.) within 30 feet
--- (included size penalty)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +20
Atk Options Combat Reflexes, Far Shot, Hold the Line, Improved Sunder, Point Blank Shot, Power Attack, expert grappler, legion’s battle skills (+4 bonus on attack rolls for every other legion devil within 60 ft.; +60 for this unit), trample 2d6+7
Special Actions Legion’s advance, summon baatezu
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Abilities Str 21 (+5), Dex 21 (+5), Con 19 (+4), Int 10 (+0), Wis 14 (+2), Cha 14 (+2)
SA Expert grappler, legion’s battle skills, summon baatezu, trample
SQ Bonus feats (x5), commander, resist area effects, unit anatomy, widen the gap
Feats Combat Reflexes (B), Far Shot (B), Hold the Line (B) 1, Improved Natural Armor (B), Improved Sunder (B), Iron Will, Mobility (B), Point Blank Shot (B), Power Attack (B), Weapon Focus (longsword)
Skills Climb +10, Craft (weaponsmithing) +6, Heal +8, Intimidate +8, Jump +10, Ride +11
Possessions 15 longbows w/20 arrows, 16 mwk longswords, 16 suits of studded leather armor
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Note See pages 122 & 123 of Fiendish Codex II: Tyrants of the Nine Hells for more details on the abilities of a Legion Devil.
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Expert Grappler (Ex) Hell’s Legionnaires can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.
Hell’s Legionnaires can grapple individuals, but not other units. The unit’s legion devil commander is immune to this ability unless the unit turns on it.
Trample (Ex) If Hell’s Legionnaires simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares then it can trample the creature. A trampled creature takes 2d6+7 point of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 25) to take half damage.
Hell’s Legionnaires can trample individuals, as well as other units. The unit’s legion devil commander is immune to this ability unless the unit turns on it.
Resist Area Effects (Ex) Hell’s Legionnaires is trained to fight against spellcasters and manifesters that use area-based spells and powers on the battlefield. Whenever the unit is subject to an area-based spell or power, the unit’s members can make a second Reflex save (same DC, as normal for the spell or power) to resist some of the damage dealt to the unit. (The first save doesn’t have to have been successful.)
If the second Reflex save is successful then the unit only takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)
Unit Anatomy (Ex) Hell’s Legionnaires is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.
Hell’s Legionnaires gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.
Hell’s Legionnaires is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc).
Widen the Gap (Ex) Hell’s Legionnaires can increase the distance between its individual members by taking a move action, which increase the unit’s overall Space by half (+50%), rounded down to the nearest 10 (60 feet for this unit).
When the unit is in this formation it (normally) takes a quarter again as much damage (+25%), instead of half again as much damage (+50%) as noted under Unit Anatomy, from the area-based spell or power. (This ability can also be used to mitigate the damage done by splash weapons.)
Since Hell’s Legionnaires has both Resist Area Effects and Widen the Gap, then the unit takes normal damage from area-based spells and powers (and splash weapons) when in a widened formation. If an enemy unit targets the unit with a Widened Spell, however, then the benefit of Widen the Gap doesn’t apply.
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1 D&D Complete Warrior
 

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