Troop (D&D creatures)
Unofficial rules compendium | |
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Just as a mob represents a wild and dangerous crowd, a troop represents an organized group acting in unison. Like a mob, a troop is very dangerous, but unlike a mob its actions have direction and purpose.
A troop is treated as a single entity similar to a swarm, except that it is made of larger creatures. A troop can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A troop that incorporates a crowd of goblin wolfriders and a crowd of humans is best modeled by two separate troops. You can use the following template to create specific types of troops.
Troop Template
"Troop" is an acquired template that can be added to any Small, Medium, or Large construct, elemental, humanoid, outsider, or undead. A troop can incorporate any riding animals used by such creatures as long as such mounts are Medium or Large. A mount and rider together is treated as one creature of the mount's size for all calculations of troop abilities.
A troop is deliberately formed and requires a degree of training and organization beforehand, as well as at least a few minutes of actually ordering ranks before battle. Creatures with Intelligence 2 or less must be under the direct control of intelligent creatures in order to form troops. A troop uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: A troop is a Gargantuan creature composed of twenty small or medium creatures or five large creatures (or riders on large creatures). The troop’s type remains unchanged from the base creature (ignore the type of any mounts).
Hit Dice: A troop has a single pool of Hit Dice and hit points. Troops have half the total hit points and Hit Dice the component creatures. This works out to ten times the base creature's values for small and medium creatures, five times the creature's values for large creatures. Include mounts in the calculation, including the mount's size. Reducing a troop to 0 hit points or lower causes it to lose cohesion break up into component creatures which are broken and run away from the battle to the best of their ability. Damage taken until that point does not degrade its ability to attack or resist attack. Troops are never staggered or reduced to a dying state by damage.
Speed: A troop’s speed is 10 feet slower than that of the base creature (or its mount, if applicable).
Armor Class: As the base creature, with a +4 troop bonus. Ignore the Troop’s new size modifier; AC is based on the size code of component creatures.
Base Attack: A troop uses the attack bonuses of component creatures with a +4 troop bonus.
Attack/Full Attack: The attacks of the troop are carried out by individual creatures in the troop, using the attack bonus of the troop. The number of creatures that can attack each round depends on their size and armament. Total the number of attacks from the following table.
Base creature is Small 9 attacks
Base creature is Medium 6 attacks
Base creature is Large 3 attacks
Reach (per 5' of reach) +3 attacks
Piercing weapons +3 attacks
Missile Weapons +3 attacks
If a troop uses several different sets of weapons, it might have a different number of attackers with each set. All troop attack in a given round must use the same set of weapons. Attackers attack individually, allowing each of them to make one attack in a charge and to gain extra attacks from special tactics like Two Weapon-Fighting.
Space/Reach: 20 feet/5 ft. The reach of the base creature is ignored.
Attack Options: Troops gain the following attack options.
Expert Grappler (Ex): A troop can maintain a grapple without
penalty and still make attacks against other targets
(normally, attacking other targets while grappling imposes
a –20 penalty on grapple checks). A troop is never considered
flat-footed while grappling.
Multiple Opportunities (Ex): Each time a troop makes an attack of opportunity, all of the eligible attackers in the troop can make an attack of opportunity.
Troop Anatomy (Ex): Troops are made up of relatively
small numbers of individual creatures, so spells or
effects that target specific numbers of creatures can have
an effect on a troop. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures inflicts damage to the troop equal to the hit points of the base creature. Effects that affect single creatures which do not incapacitate as above have no effect.
Although troops are treated as one creature, it sometimes
becomes necessary to determine the fate of a specific
individual caught up in the troop. If a troop is dispersed by
nonlethal attacks, there are no casualties. If the troop is
dispersed by lethal attacks, assume that 30% of its number
are slain and 30% are reduced to 0 hit points. To determine
a specific individual’s fate, simply roll d%: a result of 01–30
indicates death, 31–60 indicates the victim is reduced to 0
hit points, and a roll of 61–100 indicates the victim escapes
relatively unscathed.
Troops take double damage from area attacks that cover at least half the troop's space, that is 8 or more squares in the troop's area.
Saves: A troop’s saving throws are recalculated based on its new hit dice. A troop makes saving throws as a single creature.
Abilities: A troop’s abilities are the same as the base creature, as well as the following:
Skills: Same as the base creature; do not recalculate based on the troop’s new Hit Dice, but do include modifiers for changes in size and speed. Mounts and riders use the best value in each skill.
Feats: Same as the base creature; do not recalculate based on the troop’s new Hit Dice.
Organization: Solitary, platoon (2-4), battalion (5-10), or army (11-200). Troops are often accompanied by leaders and officers of the same size as the base creature, who can occupy the same space as the troop because of the size difference.
Challenge Rating: As base creature +6 if the base creature is Small or Medium. As base creature +2 if the base creature is Large.
Advancement: As base creature.
Level Adjustment: —
Sample Troops
The following statistics blocks, presented in a new format.
Elven Warband (Troop of Elven warrior 1) CR 6
CG Gargantuan humanoid (troop of Medium elves)
Init +1; Senses Nightvision, Listen +2, Spot +2
Languages Common, Elven
AC 20 (+2 Dex, +3 studded leather, +1 light shield, +4 troop) touch 15, flat-footed 18
Hp 45 (10 HD)
Fort +7, Ref +4, Will +2
Speed 20 ft. (4 squares)
Melee 6 Longsword +6 (1d8+1/19-20)
Ranged 12 longbow +7 (1d8/×3)
Space 20 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Atk Options expert grappler, multiple opportunities
Abilities Str 13, Dex 13, Con 0, Int 10, Wis 9, Cha 8
SQ elf traits, troop anatomy
Feats Weapon Focus (longbow)
Skills Hide -11, Listen +2, Search +3, Spot +2
Goblin Regular Wolfriders (Troop of goblins on wolves) CR 8
NE Gargantuan humanoid (troop of small goblins and medium wolves)
Init +1; Senses Darkvision, Listen +2, Spot +2
Languages Common, Goblin
AC 19 (+1 size, +1 Dex, +2 leather armor, +1 light shield, +4 troop) touch 15, flat-footed 18
Hp 175 (30 HD)
Fort +18, Ref +11, Will +9
Speed 40 ft. (8 squares)
Melee 6 Morningstar +6 (1d6) and 6 bite +7 (d6+1)
Ranged 9 javelin +7 (1d6)
Space 20 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Atk Options expert grappler, multiple opportunities, trip
Abilities Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
SQ goblin traits, troop anatomy
Feats Alertness, Track (B), Weapon Focus (Bite)
Skills Hide -10, Listen +3, Move Silently +3, Ride 5, Spot +3, Survival +1 (+5 when tracking by scent).
Veteran Cohort (Troop of human warrior 3) CR 8
LN Gargantuan humanoid (troop of Medium humans)
Init +4; Senses Listen -1, Spot -1
Languages Common
AC 22 (+4 chain shirt, +4 wall shield, +4 troop) touch 14, flat-footed 22
Hp 166 (30 HD)
Fort +18, Ref +10, Will +10
Speed 20 ft. (4 squares)
Melee 9 Shortsword +7 (1d6+1/19-20)
Ranged 9 Javelin +6 (1d6+1)
Space 20 ft.; Reach 5 ft.
Base Atk +7; Grp +8
Atk Options expert grappler, multiple opportunities
Abilities Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9
SQ troop anatomy, wall shield
Feats Weapon Focus (short sword), Weapon Focus (javelin), Improved Initiative
Skills Climb -5, Jump -9
Dwarf Elite Axemen (Troop of dwarf warrior 4) CR 9
LG Gargantuan humanoid (troop of Medium dwarfs)
Init +0; Senses Darkvision, Listen 0, Spot +3
Languages Common
AC 27 (+8 masterwork full plate, +2 masterwork heavy shield, +4 troop, +3 phalanx) touch 17, flat-footed 27
Hp 300 (40 HD)
Fort +24, Ref +15, Will +14
Speed 10 ft. (2 squares)
Melee 6 Masterwork warven war axe +11 (1d10+1/x3)
Space 20 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options expert grappler, pounce, multiple opportunities
Abilities Str 12, Dex 11, Con 14, Int 9, Wis 10, Cha 8
SQ troop anatomy, darkvision (60 ft), dwarf traits
Feats Weapon Focus (dwarven war axe), Phalanx Fighting, Hold the Line
Skills Climb +3, Spot +3
Air Elemental Horde (Troop of medium air elementals) CR 9
N Gargantuan elemental (troop of Medium air elementals)
Init +9; Senses Darkvision, Listen +3, Spot +4
Languages Auran
AC 22 (+5 Dex, +3 natural, +4 troop), touch 19, flat-footed 17
Hp 260 (40 HD)
Fort +15, Ref +27, Will +14
Speed Fly 90 ft. (perfect) (18 squares)
Melee 6 Slam +12 (1d6+1)
Space 20 ft.; Reach 5 ft.
Base Atk +7; Grp +8
Atk Options expert grappler, pounce, multiple opportunities, air mastery, whirlwind
Abilities Str 12, Dex 11, Con 14, Int 9, Wis 10, Cha 8
SQ Troop anatomy, darkvision 60 ft., elemental traits
Feats Dodge, Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Skills Listen +3, Spot +4
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