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Sun Warrior Brigade

Creature 12 (uncommon) — humanoid, troop

Pre-Remaster content. May include legacy alignment.

CrasherLANDhumanoidtroop

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

Perception +22
Languages common, mzunu
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 (16 squares (144 = 12 squares, 72 = 8 squares))
Weaknesses area-damage 15, splash-damage 8
Speed 25 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 Defenses — 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.
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.
Divine Spontaneous Spells DC 29, attack +21
6th Blade Barrier, Vampiric Exsanguination
5th Flame Strike
4th Wall of Fire
3rd Fireball
1st Burning Hands
Cantrips (6th) Daze, Detect Magic, Divine Lance

WORKS WELL WITH

AnvilLANDThe Anvil resolves positioning tension by holding enemies in place, ensuring the troop's Frenetic Assault catches all targets.
WeaverLANDThe Weaver resolves numbers tension by clustering foes into the troop's area-of-effect cone and sweep attacks.
MenderLANDThe Mender resolves tempo tension by offsetting the troop's area-damage weakness and extending its sustained presence.

PUNISHES

✖ clumping
area damage weakness
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 #172: Secrets of the Temple-City.

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