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Heavy Cavalry

Creature 7 — animal, human, humanoid, troop

A charging band of knights, mounted upon heavy warhorses and clad in steel plate, is a sight to be feared on the battlefield. The weight of their armor, however, makes them ill-suited to extended overland maneuvers. Squads of squires are needed to tend to horses, repair armor, and otherwise support the heavy cavalry group between battles. Despite these limitations, their ability to crash through enemy lines makes them an invaluable tool for professional armies. A military serves to defend and fi

Source: pathfinder-npc-core

Perception +14
Skills acrobatics +13, athletics +17, intimidation +15, nature +12
Str
+7
Dex
+2
Con
+4
Int
+0
Wis
+1
Cha
+2
AC 25 Fort +17 Ref +13 Will +14
HP 105
Weaknesses area-damage 8, splash-damage 8
Speed 40 feet

Abilities

Mounted Troop — Effects that target only animals or only humanoids might not work on the cavalry brigade, subject to the GM's discretion.
Troop Defenses — Thresholds 70 (3 segments), 35 (2 segments) Troop Defenses
Troop Movement — Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Join the Fray — 1 to 3 Frequency once per round Effect The heavy cavalry swing flails at each enemy in a 5-foot type:emanation, with a DC 22 Reflex save. The damage depends on the number of actions. 1 1d6+3 bludgeoning damage 2 2d6+7 bludgeoning damage 3 3d6+10 bludgeoning damage
Thunder of Hooves — Frequency once per round Effect The heavy cavalry Strides. At the end of their movement, the cavalry can either attempt an Athletics check to each adjacent enemy or an Intimidation check to each enemy within 30 feet. Roll only once and compare the result to each enemy's Reflex DC (for Trip) or Will DC (for Demoralize).
Trample — Medium or smaller, 2d8+7 bludgeoning, DC 22 Reflex; creatures that fail the save are also knocked Prone Trample

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