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Sun Warrior Brigade

Creature 12 (uncommon) — humanoid, troop

Pre-Remaster content. May include legacy alignment.

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +22
Skills athletics +23, intimidation +22, religion +23
Str
+7
Dex
+2
Con
+6
Int
+2
Wis
+5
Cha
+4
AC 33 Fort +24 Ref +18 Will +23
HP 216
Weaknesses area-damage 15, splash-damage 8
Speed 25 feet

Abilities

Form Up — Form Up
Troop Defenses — 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 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Walkena's Radiance (divine, fire, light) — 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 cone. 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 cone.

Spells

Blade Barrier (rank 6)
Vampiric Exsanguination (rank 6)
Flame Strike (rank 5)
Wall of Fire (rank 4)
Fireball (rank 3)
Burning Hands (rank 1)
Daze (rank 1)
Detect Magic (rank 1)
Divine Lance (rank 1)

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