Dwarf Longshot Squad

Level 10
Creature· dwarfGargantuanRemaster
AC
29
HP
180
Speed
20 ft.
Perception
+22
Fort
+19
Ref
+22
Will
+16
Weaknesses area-damage 12, splash-damage 12
Languages common, dwarven
Senses darkvision
Skills crafting +22, athletics +19
Recall Knowledge DC 27 (society)

Abilities

Troop Defenses

HP 180 (4 segments); Thresholds 120 (3 segments), 60 (2 segments)

Troop Movement
Bolts from the Blue◆◆

The dwarven longshots reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 15-foot burst within 120 feet that deals 6d6 piercing damage with a DC 26 reflex saving throw. When the dwarven longshot squad is reduced to 2 segments, this area decreases to a 10-foot burst.

Brandish Bayonets!

1 to 3

Frequency once per round


Effect Using blades attached to their crossbows, the dwarven longshots engages in a coordinated melee attack against enemies in a 5-foot emanation, with a DC 26 reflex save. The damage depends on the number of actions.

1 (1d8+2)[piercing|options:area-damage] damage

2 (2d8+11)[piercing|options:area-damage] damage

3 (3d8+13)[piercing|options:area-damage] damage

Hampering Fusillade◆◆

The dwarven longshots fire dozens of bolts in quick succession to slow down advancing enemies. Each creature in a 30-foot burst within 120 feet must attempt a DC 26 fortitude saving throw. On a failure, a creature takes a –10-foot circumstance penalty to its Speed for 1 minute. Spending an Interact action to remove the bolts ends this penalty.

Effect: Hampering Fusillade

While many dwarves train to master hammers and shields, others seek to become masters of ranged weapons, usually sturdy and dwarven-built crossbows. Dwarven armies employ longshot squads as the first line of defense, especially outside of cramped tunnels and subterranean caverns.