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Skeleton Infantry

Creature 11 — mindless, skeleton, troop, undead, unholy

AnvilSnareLANDundeadskeletontroopunholy

This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire. Almost any creature that had bones in life and leaves them behind in death can become a shambling, undead skeleton-humanoids, beasts, aberrations, fey, and more.

Source: pathfinder-monster-core-2

Perception +17; darkvision
Skills athletics +18
Str
+5
Dex
+3
Con
+4
Int
-5
Wis
+2
Cha
+0
AC 31 Fort +21 Ref +18 Will +19
HP 180 (troop defenses)
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10
Weaknesses area-damage 10, splash-damage 10
Speed 25 feet (troop movement)

Abilities

Form a Phalanx — Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn.
Troop DefensesHP 180 (4 segments); Thresholds 120 (3 segments), 60 (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.
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.
Hurl Javelins! — The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 27 Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst.
Lower Spears! — 1 to 3

Frequency once per round
Effect The skeletons engage in a coordinated longspear attack against each enemy within 10-foot emanation{10 feet} (DC 27 Reflex save). The damage depends on the number of actions.

1 2d8 piercing damage

2 3d8+7 piercing damage

3 4d8+7 piercing damage
Phalanx Charge

WORKS WELL WITH

SniperLANDA ranged striker adds damage the troop's own javelin volley can't guarantee without risking its area-damage weakness.
FlankerLANDA mobile skirmisher can pick off stragglers while the troop's spear wall holds the main formation in place.
WeaverLANDA caster can stand behind the troop's spear wall and target enemies funneled into the choke point it holds.

PUNISHES

✖ clumping✖ melee reliance✖ low Reflex
Avoid pairing with another slow land-bound Anvil; the two crowd the same choke point without adding new pressure.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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