Terra-Cotta Garrison
Creature 13 — construct, troop
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDconstruct
These constructed warriors can work together as a trained group to repel intruders. Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +22
Languages common; (can't speak any language)
Skills athletics +26, intimidation +23
Str
+7
Dex
+2
Con
+6
Int
+2
Wis
+3
Cha
+4
Items Steel Shield
AC 27 ((29 with shields raised))
Fort +25
Ref +19
Will +20
HP 240 (troop defenses)
Weaknesses area-damage 15, bludgeoning 10, splash-damage 8
Speed 25 feet (troop movement)
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.
Attack of Opportunity —
Shield Block —
Troop Defenses — Thresholds 160 (3 segments), 80 (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.
Aim as One — The troop launches a ranged attack in the form of a 10-foot burst within 100 feet that deals 3d8+11 piercing damage (DC 25 Reflex save). When the garrison is reduced to 8 or fewer squares, this area decreases to a 5-foot burst.
Raise Shields — The troop raises steel shields, with the effects of Raise a Shield.
Strike as One — 1 to 3
Frequency once per round
Effect The garrison makes a melee attack against each enemy in a 5-foot emanation (DC 30 Reflex save). The damage depends on the number of actions.
1 2d8 slashing damage.
2 3d8+10 slashing damage.
3 4d8+13 slashing damage.
Frequency once per round
Effect The garrison makes a melee attack against each enemy in a 5-foot emanation (DC 30 Reflex save). The damage depends on the number of actions.
1 2d8 slashing damage.
2 3d8+10 slashing damage.
3 4d8+13 slashing damage.
Troop Movement — Whenever a troop Strides, it 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 enters difficult terrain, the extra movement cost applies to the whole troop.
WORKS WELL WITH
WeaverLANDA Weaver's terrain control concentrates enemies into both the troop's melee emanation and ranged burst, maximizing strike coverage.
ShadeLANDA Shade's save penalties turn the troop's area burst into a more reliable damage source against clustered targets.
MenderLANDA Mender's repairs push the troop back past its segment thresholds, preserving damage output across prolonged engagements.
PUNISHES
✖ clumping✖ kiting✖ single target focus
same-role stacking
Works well with · Punishes · Pairing advice
Unlock with Tactics
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