Sun Warrior Brigade

Level 12
Creature· evilUncommonGargantuanLegacy
AC
33
HP
216
Speed
25 ft.
Perception
+22
Fort
+24
Ref
+18
Will
+23
Weaknesses area-damage 15, splash-damage 8
Languages common, mzunu
Skills athletics +23, religion +23, intimidation +22
Recall Knowledge DC 32 (society)

Abilities

Form Upinteraction
Troop Defenses
Frenetic Assault

1 to 3

Frequency once per round


Effect The members of the brigade wildly swing their weapons-primarily spears-in a frenzied attack at each enemy adjacent to the troop (DC 29 reflex save). The damage depends on the number of actions.

1 (1d12+1)[piercing] damage

2 (2d12+11)[piercing] damage

3 (3d12+11)[piercing] damage

Troop Movement

Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.

Troop Spellcasting

When the sun warrior brigade Casts a Spell, its constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 1

Walkena's Radiance◆◆

The brigade calls upon Walkena to burn and blind their foes. The sun warriors present their religious symbols and create a white-hot flash of light in a 45-foot area. Creatures in the cone take 10d8 fire damage (DC 29 fortitude save). Creatures that fail their save become Dazzled for 1 round. Creatures that critically fail become Blinded for 1 round instead. When the troop is reduced to 2 or fewer segments, this area decreases to a 20-foot area.