Hana's Hundreds
Creature 15 (unique) — human, humanoid, troop
Pre-Remaster content. May include legacy alignment.
CrasherLAND
Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)
Perception +23
Languages taldane, tien
Skills acrobatics +27, athletics +30, intimidation +27
Str
+8
Dex
+6
Con
+6
Int
+1
Wis
+2
Cha
+4
AC 37
Fort +29
Ref +23
Will +23
HP 270 (troop defenses (180/90))
Weaknesses area-damage 20, splash-damage 10
Speed 30 feet
Abilities
Form Up — The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.
Troop Movement — Whenever Hana's Hundreds Strides, the team first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the team enters difficult terrain, the extra movement cost applies to the whole team.
Troop Defenses — Thresholds 180 (3 segments), 90 (2 segments)
Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Rain of Knives — Hana's Hundreds launch a volley of throwing knives in a 10-foot burst within 50 feet that deals 4d6+13 piercing damage (DC 33 Reflex). When the team is reduced to 8 or fewer squares, this area decreases to a 5-foot burst
Run Them Over! — Hana's Hundreds attempt to trample all foes in their way. The team Forms Up and Strides twice, moving through the space of Medium or smaller creatures. Each creature the team moves through takes 4d8+14 bludgeoning damage (DC 33 Reflex save). On a critical failure, the creature is also knocked Prone.
Whirlwind of Blades — 1 to 3
Frequency once per round
Hana's Hundreds flail their swords wildly at each enemy adjacent to the team (DC 33 Reflex save). The damage depends on the number of actions.
1 2d8 slashing damage
2 3d8+13 slashing damage
3 4d8+16 slashing damage
Frequency once per round
Hana's Hundreds flail their swords wildly at each enemy adjacent to the team (DC 33 Reflex save). The damage depends on the number of actions.
1 2d8 slashing damage
2 3d8+13 slashing damage
3 4d8+16 slashing damage
WORKS WELL WITH
WeaverLANDGrouping enemies concentrates them for the troop's area volley and trample path.
AnvilLANDA durable frontliner secures space for the troop to advance and deploy its burst attacks.
ShadeLANDStealth initiation creates surprise, letting the troop close distance before enemies scatter.
PUNISHES
✖ clumping✖ standing still
same-role stacking congests formation area
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Hana's Hundreds in the encounter builder — free, no install.
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