Archer Regiment

Level 12
Creature· humanGargantuanRemaster
AC
32
HP
210
Speed
25 ft.
Perception
+22
Fort
+19
Ref
+25
Will
+22
Weaknesses area-damage 10, splash-damage 10
Languages common
Skills acrobatics +25, stealth +22, survival +22
Recall Knowledge DC 30 (society)

Abilities

Troop Defenses

HP 210; Thresholds 140 (3 segments), 70 (2 segments)

Troop Movement
Dagger Defense

1 to 3


The archer regiment draws daggers to attack close-range enemies. Each enemy in a 5-foot emanation must attempt a DC 29 reflex save. The damage depends on the number of actions. The archer regiment gains a +1 circumstance bonus to AC until the beginning of their next turn.

1 (2d4+2)[piercing|options:area-damage] damage

2 (4d4+12)[piercing|options:area-damage] damage

3 (4d4+15)[piercing|options:area-damage] damage

Drilled in Formations

Frequency once per round


Effect The archer regiment uses Change Formation. An archer regiment unit typically knows the loose and marching column formations.

Rain of Arrows◆◆

The archer regiment fires their longbows in a coordinated volley. This volley is either a 15-foot burst within 200 feet that deals 4d8 piercing damage or a 10-foot burst within 100 feet that deals 6d8 piercing damage. Either effect has a DC 29 reflex save. When the archer regiment is reduced to 2 segments, both areas are reduced by 5 feet.

Archer regiments are capable of filling the sky with arrows at great distances, making them vital to any war leader who wishes to weaken the enemy before they get close to allied units or encampments.