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Cultist Troop
AC 21
commonFeyTroop
Lvl 5FeyTroop
- AC
- 21
- HP
- 90
- Perc
- +15
- Fort
- +15
- Ref
- +12
- Will
- +11
- STR
- +5
- DEX
- +1
- CON
- +4
- INT
- +1
- WIS
- +0
- CHA
- +3
Speed25 ft
- AC
- 21
- HP
- 90
- STR
- +5
- DEX
- +1
- CON
- +4
- INT
- +1
- WIS
- +0
- CHA
- +3
AC 21
Fort +15
Ref +12
Will +11
HP 90
(16 squares)
Weaknesses area damage 5, cold iron 5, splash damage 2
Speed 25 feet; troop movement
Form Up [Single Action]
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.
Wild Swing [Single Action to Three Actions] Frequency once per round; Effect The cultists chaotically swing their weapons—from pixies' tiny rapiers to redcaps' scythes—at each enemy adjacent to the troop (DC 22 basic Reflex save), dealing a small amount of damage to the troop at the same time.