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<blockquote data-quote="the Jester" data-source="post: 6248490" data-attributes="member: 1210"><p>For the record, these are the stats I used for the "orcish bandit squadrons", which I have since adapted for "troglodyte zombie hordes" as well...</p><p></p><p><span style="font-size: 15px"><strong>ORCISH BANDIT SQUADRON --- Level 19 Skirmisher</strong></span></p><p>Gargantuan natural humanoid (swarm), orcs --- XP 2,400</p><p></p><p><em>Each orcish bandit squadron represents approximately 50 orcs.</em></p><p></p><p>HP 180; Bloodied 90 Initiative +13</p><p>AC 33; Fort 32; Ref 31; Will 30; Perception +8</p><p>Speed 5 Low-light vision</p><p>Resist half damage from melee and ranged attacks; Vulnerable 10 against area and close attacks</p><p></p><p><strong>TRAITS</strong></p><p><strong></strong></p><p><strong>Swarm Attack * Aura 1</strong></p><p>Any creature that starts its turn in the aura takes 10 damage.</p><p></p><p><strong>Swarm</strong></p><p>The orcish bandit squadron can share its space with other creatures, and an enemy can enter its space, which is difficult terrain. The squadron cannot be pushed, pulled or slid by melee or ranged attacks. It can squeeze through any opening large enough for a single orc.</p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><strong></strong></p><p><strong>(melee) Coordinated Assault (weapon) * At Will </strong></p><p>Effect: The squadron shifts 1 square.</p><p>Attack: Melee 1 (each enemy in range); +24 vs. AC.</p><p>Hit: 3d8+7 damage.</p><p></p><p><strong>(area) Javelin Volley (weapon) * At Will </strong></p><p>Effect: The squadron shifts 1 square.</p><p>Attack: Area burst 1 within 10 (each creature in burst); +24 vs. AC.</p><p>Hit: 3d6+7 damage.</p><p></p><p><strong>MINOR ACTIONS</strong></p><p><strong></strong></p><p><strong>(ranged) Solitary Javelin (weapon) * At Will</strong></p><p>Special: This attack does not provoke opportunity attacks.</p><p>Attack: Ranged 10 (one creature); +24 vs. AC.</p><p>Hit: 1d6+4 damage.</p><p></p><p><strong>TRIGGERED ACTIONS</strong></p><p><strong></strong></p><p><strong>(melee) Coordinated Opportunity (weapon) * At Will</strong></p><p>Trigger: An enemy provokes an opportunity attack. </p><p>Attack (Opportunity Action): Melee 1 (the triggering creature); +27 vs. AC.</p><p>Hit: 4d8+9 damage.</p><p></p><p><strong>Last Survivors * Encounter</strong></p><p>Trigger: The squadron is reduced to 0 hit points.</p><p>Effect (No Action): Four orcish bandit soldiers appear in the squadron's space. They are worth full normal xp.</p><p></p><p>Str 25 Dex 14 Wis 8</p><p>Con 20 Int 8 Cha 8</p><p>Align CE Languages Abyssal, Giant</p><p>Equipment chain mail, heavy shield, battle axe, 6 javelins</p><p></p><p><span style="font-size: 15px"><strong>ORCISH BANDIT SOLDIER --- Level 19 Minion Soldier</strong></span></p><p>Medium natural humanoid, orc --- XP 600</p><p>HP 1; a missed attack never damages a minion Initiative +11</p><p>AC 35; Fort 32; Ref 31; Will 30; Perception +8</p><p>Speed 5 Low-light vision </p><p></p><p><strong>STANDARD ACTIONS</strong></p><p><strong></strong></p><p><strong>(mbasic) Battle Axe (weapon) * At Will </strong></p><p>Attack: Melee 1 (one creature); +24 vs. AC.</p><p>Hit: 13 damage. </p><p></p><p><strong>(rbasic) Javelin Throw (weapon) * At Will </strong></p><p>Attack: Ranged 10 (one creature); +24 vs. AC.</p><p>Hit: 13 damage, and the target is slowed until the end of its next turn.</p><p></p><p><strong>(melee) Engage (weapon) * At Will</strong></p><p>Attack: Melee 1 (one creature); +24 vs. AC.</p><p>Hit: 14 damage, and the target cannot move or shift to a space that is not adjacent to the bandit soldier until the end of its next turn.</p><p></p><p>Str 25 Dex 14 Wis 8</p><p>Con 20 Int 8 Cha 8</p><p>Align CE Languages Abyssal, Giant</p><p>Equipment chain mail, heavy shield, battle axe, 6 javelins</p><p></p><p>EDIT: So I guess these guys sort of do the opposite of the "absorb minions to heal" thing- they shed minions upon death. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Though I like that absorb minions to heal idea- I'll use that before my epic tier campaign is done, that's for sure!</p></blockquote><p></p>
[QUOTE="the Jester, post: 6248490, member: 1210"] For the record, these are the stats I used for the "orcish bandit squadrons", which I have since adapted for "troglodyte zombie hordes" as well... [SIZE=4][b]ORCISH BANDIT SQUADRON --- Level 19 Skirmisher[/b][/SIZE] Gargantuan natural humanoid (swarm), orcs --- XP 2,400 [i]Each orcish bandit squadron represents approximately 50 orcs.[/i] HP 180; Bloodied 90 Initiative +13 AC 33; Fort 32; Ref 31; Will 30; Perception +8 Speed 5 Low-light vision Resist half damage from melee and ranged attacks; Vulnerable 10 against area and close attacks [b]TRAITS Swarm Attack * Aura 1[/b] Any creature that starts its turn in the aura takes 10 damage. [b]Swarm[/b] The orcish bandit squadron can share its space with other creatures, and an enemy can enter its space, which is difficult terrain. The squadron cannot be pushed, pulled or slid by melee or ranged attacks. It can squeeze through any opening large enough for a single orc. [B]STANDARD ACTIONS (melee) Coordinated Assault (weapon) * At Will [/b] Effect: The squadron shifts 1 square. Attack: Melee 1 (each enemy in range); +24 vs. AC. Hit: 3d8+7 damage. [b](area) Javelin Volley (weapon) * At Will [/b] Effect: The squadron shifts 1 square. Attack: Area burst 1 within 10 (each creature in burst); +24 vs. AC. Hit: 3d6+7 damage. [B]MINOR ACTIONS (ranged) Solitary Javelin (weapon) * At Will[/b] Special: This attack does not provoke opportunity attacks. Attack: Ranged 10 (one creature); +24 vs. AC. Hit: 1d6+4 damage. [b]TRIGGERED ACTIONS (melee) Coordinated Opportunity (weapon) * At Will[/b] Trigger: An enemy provokes an opportunity attack. Attack (Opportunity Action): Melee 1 (the triggering creature); +27 vs. AC. Hit: 4d8+9 damage. [b]Last Survivors * Encounter[/b] Trigger: The squadron is reduced to 0 hit points. Effect (No Action): Four orcish bandit soldiers appear in the squadron's space. They are worth full normal xp. Str 25 Dex 14 Wis 8 Con 20 Int 8 Cha 8 Align CE Languages Abyssal, Giant Equipment chain mail, heavy shield, battle axe, 6 javelins [SIZE=4][B]ORCISH BANDIT SOLDIER --- Level 19 Minion Soldier[/b][/SIZE] Medium natural humanoid, orc --- XP 600 HP 1; a missed attack never damages a minion Initiative +11 AC 35; Fort 32; Ref 31; Will 30; Perception +8 Speed 5 Low-light vision [b]STANDARD ACTIONS (mbasic) Battle Axe (weapon) * At Will [/b] Attack: Melee 1 (one creature); +24 vs. AC. Hit: 13 damage. [b](rbasic) Javelin Throw (weapon) * At Will [/b] Attack: Ranged 10 (one creature); +24 vs. AC. Hit: 13 damage, and the target is slowed until the end of its next turn. [b](melee) Engage (weapon) * At Will[/b] Attack: Melee 1 (one creature); +24 vs. AC. Hit: 14 damage, and the target cannot move or shift to a space that is not adjacent to the bandit soldier until the end of its next turn. Str 25 Dex 14 Wis 8 Con 20 Int 8 Cha 8 Align CE Languages Abyssal, Giant Equipment chain mail, heavy shield, battle axe, 6 javelins EDIT: So I guess these guys sort of do the opposite of the "absorb minions to heal" thing- they shed minions upon death. :) Though I like that absorb minions to heal idea- I'll use that before my epic tier campaign is done, that's for sure! [/QUOTE]
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