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Stats for you epic level wars.

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What is this?!

H
umans are attacking! And they have AoE Platoon can use a melee attack against up to three
thousands and thousands of soldiers! The adjacent creatures.
walls are crumbling and hope is lost.
However, how could they forget? The Role Play
greatest heroes of the world are in town! Remember that the platoon is made of real people, so
They killed dragon queens, liches and during the role play they shouldn't feel as a mindless group
archdemons with ease, what are a bunch of of zombies.
soldiers going to do? Platoons are trained soldiers, they play as smart as they
However, as soon as the battle starts, the heroes have can get. If the field has anything that can give them
their turn, killed dozens of soldiers, but now have to wait strategic advantage, they'll take it.
for one thousand foot soldiers to stab them before having Watching movies with medieval, greek and roman wars
their go. Nothing could be more boring and more terrifying can help give ideas for manuvers, tactics and other actions
than that! a platoon would take. Remember that wars are sometimes
When all is over, the heroes lie defeated, they could won before they start because of clever ideas.
defeat gods, but not the terrible reign of action economy...
A book for wars Edits
This document gives the DM easy to handle swarm of 07/04 - Platoons no longer have resistence to blugeoning,
humans, and other races, so that epic heroes can feel good slashing and piercing, instead they have vulnerability to any
about taking on an army without losing to things like action attack with area of effect damage. They also have melee
economy. multiattack for three different targets.
Each platoon acts as one, move as one and attack as one,
as expected of trained soldiers. Although they count as
huge creatures, they are as tall as a normal person and
spread through 9 squares or 7 hexes.
Ruling the deaths and size
Any player would find weird if they kept killing soldiers in a
platoon and the platoon didn't decrease in size. You can go
about this in two different ways.
First you can describe the attacks as injuring several
soldiers and at the last hit points as the last standing
soldiers mantaining position before dying.
Second you can follow the sizing rule, where at half of
its life the platoon has its size reduced to large, and when it
has the equivalent of 1/10 of the total hit dice rounded up,
its size is reduced to medium.
Sometimes a platoon will have something special, like a
wizard or a knight, in these cases, attacks aimed to the
special member of the platoon, and if the damage is higher
than half the platoon's hit points, then the special member
is considered dead, and the platoon looses its special
abilities.
Advantages and disavantages
Unless told otherwise, platoons have a series of
weaknesses and strenghts. Here's a list of them.
Move as one. The platoon automatically fails dexterity
checks and saves, including stealth. However it has
advantage in strenght checks and saves.
Platoon swarm. It can ocupy the same space as another
medium creature, gaining advantage in melee attacks.
However, to do that that target creature has to fail a DC 14
Strenght or Dexterity check.
Shield hand option. If you are playing using variant
rules where attacks take into consideration if the player
holds their shield on one hand or the other, you can rule
that the swarm always attacks from the best angle.
Grapple. If the swarm tries to grapple someone and
succeeds, the player is considered grappled, however it
cannot be attacked by any creature other than the platoon
and is positioned in the middle of the platoon.

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Regular Platoons
These are the foot soldiers, the group of archers and the Cavalry platoon
likes that you find in every war. They are simple, but cheap. Huge swarm of medium humanoids (any race),
any alignment
Infantry will take enemies head on while archery send
volleys of arrows to hit the enemy's numbers. Cavalry will Armor Class 18
use their opportunities to advance, attack, kill and move Hit Points 156 (24d8 + 48)
back while avoiding halberd platoons. Speed 30ft.

STR DEX CON INT WIS CHA


Archery platoon 16 (+4) 1 (-5) 14 (+2) 11 (+0) 11 (+0) 16 (+3)
Huge swarm of medium humanoids (any race),
any alignment
Vulnerabilities AoE attacks.
Armor Class 13 Condition Immunities Charmed, Frightened,
Hit Points 139 (27d8 + 18) Grappled, Paralyzed, Petrified, Prone,
Speed 30ft. Restrained, Stunned.
Senses passive Perception 10
Languages Any language
STR DEX CON INT WIS CHA Challenge 7 (3.100 XP)
11 (0) 1 (-5) 12 (+1) 14 (+2) 13 (+1) 11 (+0)
Platoon. The platoon can occupy another
creature's space and vice versa, and the swarm
Vulnerabilities AoE attacks. can move through any opening large enough for a
Condition Immunities Charmed, Frightened, medium humanoid. The platoon can't regain hit
Grappled, Paralyzed, Petrified, Prone, points or gain Temporary Hit Points.
Restrained, Stunned.
Senses passive Perception 11 Trampling Charge. If the platoon moves at least 20
Languages Any language ft. straight toward a creature and then hits it with
Challenge 3 (900 XP) a hooves Attack on the same turn, that target
must succeed on a DC 14 Strength saving throw
Platoon. The platoon can occupy another or be knocked prone. If the target is prone, the
creature's space and vice versa, and the swarm platoon can make another Attack with its swords
can move through any opening large enough for a or hooves against it as a Bonus Action.
medium humanoid. The platoon can't regain hit
points or gain Temporary Hit Points. Actions
Multiattack: The platoon makes three melee
Actions attacks. It can't make these attacks against the
Multiattack: The platoon makes three melee same target.
attacks. It can't make these attacks against the
Swords. Melee Weapon Attack: +6 to hit, reach
same target.
5ft., one target. Hit: 30 (4d6 + 16) slashing
Volley fire. Range 150 ft. Each creature in a 20- damage.
foot radius sphere centered on that point must Hooves. Melee Weapon Attack: +6 to hit, reach 5
make a DC 14 Dexterity saving throw. A target ft., one target. Hit: 11 (2d6 + 4) bludgeoning
takes 4d8 piercing damage on a failed save, or damage.
half as much damage on a successful one.
Short swords. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit: 14 (4d6) slashing
damage.

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Halberd platoon Infantry platoon
Huge swarm of medium humanoids (any race), Huge swarm of medium humanoids (any race),
any alignment any alignment

Armor Class 12 Armor Class 16


Hit Points 99 (18d8 + 18) Hit Points 99 (18d8 + 18)
Speed 30ft. Speed 30ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 1 (-5) 12 (+1) 10 (+0) 11 (+0) 16 (+3) 13 (+1) 1 (-5) 12 (+1) 10 (+0) 11 (+0) 9 (-1)

Vulnerabilities AoE attacks. Vulnerabilities AoE attacks.


Condition Immunities Charmed, Frightened, Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone, Grappled, Paralyzed, Petrified, Prone,
Restrained, Stunned. Restrained, Stunned.
Senses passive Perception 11 Senses passive Perception 10
Languages Any language Languages Any language
Challenge 4 (1.100 XP) Challenge 4 (1.100 XP)

Platoon. The platoon can occupy another Platoon. The platoon can occupy another
creature's space and vice versa, and the swarm creature's space and vice versa, and the swarm
can move through any opening large enough for a can move through any opening large enough for a
medium humanoid. The platoon can't regain hit medium humanoid. The platoon can't regain hit
points or gain Temporary Hit Points. points or gain Temporary Hit Points.

Polearm masters. When the platoon takes the Actions


Attack action, it can use a bonus action to make a
melee attack with the opposite end of the Multiattack: The platoon makes three melee
weapon. This attack uses the same ability attacks. It can't make these attacks against the
modifier as the primary weapon. The weapon’s same target.
damage die for this attack is a d4, and the attack
deals bludgeoning damage. Also, other creatures Swords. Melee Weapon Attack: +6 to hit, reach
provoke an opportunity attack from the platoon 5ft., one target. Hit: 18 (4d6 + 4) slashing
when they enter the reach you have with that damage.
weapon.

Actions
Multiattack: The platoon makes three melee
attacks. It can't make these attacks against the
same target.
Halberd. Melee Weapon Attack: +6 to hit, reach
10ft., one target. Hit: 26 (4d10 + 4) slashing
damage.

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Noble Platoons Archdevil platoon
These platoons are the elite, carring the noble around, Unlike demons, devils are capable, and do prefer,
protecting them and dying for them. The noble usually organization. That's why their armies are some of the most
won't attack however it has abilities that it gives to its fearsome. Hundreds of well organized and evil soldiers
subordinates. incapable of feeling sorry or regrets, a single devlish
These platoons will usually be on the back, sending platoon is enough to cause devastation in the world.
orders and only in defensive positions.
Archfey platoon Archdevil platoon
Huge swarm of medium humanoids (cambian),
This platoon is special in that it is mainly a elven platoon, lawful evil
serving under an Archfey. This is one of the few platoons
capable of hiding and surprising enemies. Every soldier in Armor Class 19 (scale mail)
the Archefey platoon has the hability to, and casts barkskin Hit Points 330 (44d8 + 132)
before going into battle. Speed 20ft., fly 60 ft.

STR DEX CON INT WIS CHA


Archfey platoon 18 (+4) 1 (-5) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Huge swarm of medium humanoids (elven), any
alignment
Damage Resistances bludgeoning, piercing,
Armor Class 16 (with barkskin) slashing, eletric, fire, cold, and poison.
Hit Points 189 (27d8 + 68) Vulnerabilities AoE attacks.
Speed 30ft. Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone,
Restrained, Stunned.
STR DEX CON INT WIS CHA Senses passive Perception 11
11 (0) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 16 (+3) Languages Any language and infernal
Challenge 13 (10.000 XP)
Vulnerabilities AoE attacks.
Platoon. The platoon can occupy another
Condition Immunities Charmed, Frightened,
creature's space and vice versa, and the swarm
Grappled, Paralyzed, Petrified, Prone,
can move through any opening large enough for a
Restrained, Stunned.
medium humanoid. The platoon can't regain hit
Senses passive Perception 15
points or gain Temporary Hit Points.
Languages Any language and sylvan
Challenge 6 (2.700 XP) Coordinated flight. The platoon flies in sinc, if any
magic makes a creature fall, descend or loose
Platoon. The platoon can occupy another flight, the entire platoon does so.
creature's space and vice versa, and the swarm
Asmodeus' aura. The platoon can see in the dark,
can move through any opening large enough for a
it can also cast fire ray using its charisma.
medium humanoid. The platoon can't regain hit
points or gain Temporary Hit Points.
Actions
The archfey's aura. The platoon can see in the dark, Multiattack: The platoon makes three melee
and when in a forest, can use an action to hide, it attacks. It can't make these attacks against the
has proficiency (+3) in stealth. same target.
Actions Spears. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 67 (9d6 + 36) piercing
Multiattack: The platoon makes three melee
damage.
attacks. It can't make these attacks against the
same target. Fire ray. Ranged Spell Attack: +7 to hit, reach 120
ft., one target. Hit: 10 (3d6) fire damage.
Volley fire. Range 600 ft. Each creature in a 20-
foot radius sphere centered on that point must
make a DC 16 Dexterity saving throw. A target
takes 6d8 piercing damage on a failed save, or
half as much damage on a successful one.
Short swords. Melee Weapon Attack: +6 to hit,
reach 5ft., one target. Hit: 39 (6d6 + 18) slashing
damage.

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Buffoon platoon Knight platoon
The Buffoon platoon is the platoon whoose noble is the The knight is a noble warrior, someone who enters the
comedy relief of your campaing, however it's still strong battle field with their troops and that makes a difference. In
and a weak party or a poor village wouldn't be able to stand the battlefield, the knight is capable of inspiring his peers to
against a noble who walks around with a protection like advance and battle for him, and with him.
this.
At the begining of a campaing, this platoon could invoke
a lot of anger towards a unfair noble or royalty. It this Knight platoon
platoon fails, it's noble may einther kick and scream at
them, causing damage, of they may feel the pression to not Huge swarm of medium humanoids (any race),
any alignment
commit the same mistake again and gain advantage in the
next turn. Armor Class 18
Hit Points 156 (24d8 + 48)
Speed 30ft.
Buffoon platoon
Huge swarm of medium humanoids (any race), STR DEX CON INT WIS CHA
any alignment
16 (+4) 1 (-5) 14 (+2) 11 (+0) 11 (+0) 16 (+3)
Armor Class 16
Hit Points 99 (18d8 + 18) Vulnerabilities AoE attacks.
Speed 30ft. Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone,
Restrained, Stunned.
STR DEX CON INT WIS CHA Senses passive Perception 10
13 (+1) 1 (-5) 12 (+1) 10 (+0) 11 (+0) 7 (-3) Languages Any language
Challenge 7 (3.600 XP)
Vulnerabilities AoE attacks.
Condition Immunities Charmed, Frightened, Platoon. The platoon can occupy another
Grappled, Paralyzed, Petrified, Prone, creature's space and vice versa, and the swarm
Restrained, Stunned. can move through any opening large enough for a
Senses passive Perception 10 medium humanoid. The platoon can't regain hit
Languages Any language points or gain Temporary Hit Points.
Challenge 4 (1.200 XP) Trampling Charge. If the platoon moves at least 20
ft. straight toward a creature and then hits it with
Platoon. The platoon can occupy another a hooves Attack on the same turn, that target
creature's space and vice versa, and the swarm must succeed on a DC 14 Strength saving throw
can move through any opening large enough for a or be knocked prone. If the target is prone, the
medium humanoid. The platoon can't regain hit platoon can make another Attack with its swords
points or gain Temporary Hit Points. or hooves against it as a Bonus Action.
Buffoon leader. If the platoon fails an attack, roll The knight's inspiration. (2/day). The noble knight
1d10, on a 1 it hits itself, on a 10 the platoon has can incite every platoon within 200 ft. with brave
advantage on the next attack. words, this gives the platoons advantage in attack
actions during one round.
Actions
Multiattack: The platoon makes three melee Actions
attacks. It can't make these attacks against the Multiattack: The platoon makes three melee
same target. attacks. It can't make these attacks against the
same target.
Swords. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 18 (4d6 + 4) slashing Swords. Melee Weapon Attack: +6 to hit, reach
damage. 5ft., one target. Hit: 30 (4d6 + 16) slashing
damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.
Slaver's platoon Tortoise platoon
This are not soldiers, but they are beaten into shape by a The tortoise platoon is exceptionally good at advancing into
terrible person and forced to serve as cannon fodder in enemy lines. It has a strong defence an can move with its
their wars. shields' gaps closed to increase its defense wile moving.
Slaver's platoon are easy to eliminate, however a good Although it can't attack while in defense, it can take
character may feel bad for killing them. The noble in this attack of opportunity against enemies that enter and leave
case is always the last one standing and will run away if he its reach, in other words, it can advance into enemy lines
is the only one left. and the enemy can run from it. This platoon's noble will
always be outside the platoon, surrounded by four tortoise
platoons while sitting and drinking tea with other generals.
Slaver's platoon
Huge swarm of medium humanoids (any race),
any alignment Tortoise platoon
Huge swarm of medium humanoids (any race),
Armor Class 10 any alignment
Hit Points 56 (16d6)
Speed 30ft. Armor Class 17
Hit Points 99 (18d8 + 18)
Speed 20ft.
STR DEX CON INT WIS CHA
10 (+0) 1 (-5) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Vulnerabilities AoE attacks. 13 (+1) 1 (-5) 12 (+1) 10 (+0) 11 (+0) 16 (+3)
Condition Immunities Charmed, Frightened,
Grappled, Paralyzed, Petrified, Prone, Vulnerabilities AoE attacks.
Restrained, Stunned. Condition Immunities Charmed, Frightened,
Senses passive Perception 10 Grappled, Paralyzed, Petrified, Prone,
Languages Any language Restrained, Stunned.
Challenge 2 (450 XP) Senses passive Perception 10
Languages Any language
Platoon. The platoon can occupy another Challenge 6 (3.300 XP)
creature's space and vice versa, and the swarm
can move through any opening large enough for a Platoon. The platoon can occupy another
medium humanoid. The platoon can't regain hit creature's space and vice versa, and the swarm
points or gain Temporary Hit Points. can move through any opening large enough for a
medium humanoid. The platoon can't regain hit
Slaver's resources. (3/day). The slaver can whip his points or gain Temporary Hit Points.
own platoon, forcing it to attack more times. In
the next turn, the platoon can make one extra Tortoise defense. The platoon can close the gaps
attack. in its shields, increasing its AC by 4, however it
Killing children. If this platoon receives damage cannot attack in this position except for
from a melee weapon, the attacker must make a opportunity attacks. Other creatures provoke an
DC 17 Wisdom saving throw, on a fail, the opportunity attack from the platoon when they
attacker has now disavantage in every attack it enter the reach you have with that weapon.
makes for 1 minute, evil characters have Outside focus. This platoon cannot grapple and
advantage in this test. cannot attack enemies in the same space they
are, however, to enter the Tortoise platoon, the
Actions enemy must succeed in a DC 16 Strenght
Multiattack: The platoon makes three melee (athletism) test to be able to enter the platoon.
attacks. It can't make these attacks against the
same target. Actions
Multiattack: The platoon makes three melee
Slingshot volley. Range 100 ft. Each creature in a attacks. It can't make these attacks against the
20-foot radius sphere centered on that point same target.
must make a DC 12 Dexterity saving throw. A
target takes 16d4 bludgeoning damage on a Spears. Melee Weapon Attack: +6 to hit, reach
failed save, or half as much damage on a 10ft., one target. Hit: 40 (9d6 + 9) piercing
successful one. damage.
Short swords. Melee Weapon Attack: +1 to hit,
reach 5ft., one target. Hit: 14 (4d6) slashing
damage.

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Spellcasters' Platoons Bard platoon
In highly strategic wars, spellcasters are put safely in the Some armies need inspiration to battle a larger enemy,
middle of a platoon where they can cast without fear of that's when a bard may enter the battle field, surrounded by
getting attacked. soldiers and very well protected.
Some will go as far as cast buffs in their own soldiers to
increase their survivability in the field, things like shield, Conjurer platoon
hex, and even animate the dead are used on the platoon. While casting, the conjurer needs protection, so the
The platoon also works as one, so any spells that would soldiers in the conjurer platoon will do their best to protect
have personal use only, affects the entire platoon. the conjurer until they can summon a powerful creature to
aid in the battle.

Bard platoon
Huge swarm of medium humanoids (any race), Conjurer platoon
any alignment Huge swarm of medium humanoids (any race),
any alignment
Armor Class 13
Hit Points 139 (27d8 + 18) Armor Class 15 (mage armor)
Speed 30ft. Hit Points 139 (27d8 + 18)
Speed 30ft.
STR DEX CON INT WIS CHA
11 (0) 1 (-5) 12 (+1) 14 (+2) 13 (+1) 11 (+0) STR DEX CON INT WIS CHA
11 (0) 1 (-5) 12 (+1) 14 (+2) 13 (+1) 11 (+0)
Vulnerabilities AoE attacks.
Condition Immunities Charmed, Frightened, Vulnerabilities AoE attacks.
Grappled, Paralyzed, Petrified, Prone, Condition Immunities Charmed, Frightened,
Restrained, Stunned. Grappled, Paralyzed, Petrified, Prone,
Senses passive Perception 11 Restrained, Stunned.
Languages Any language Senses passive Perception 11
Challenge 3 (900 XP) Languages Any language
Challenge 6 (2.300 XP)
Platoon. The platoon can occupy another
creature's space and vice versa, and the swarm Platoon. The platoon can occupy another
can move through any opening large enough for a creature's space and vice versa, and the swarm
medium humanoid. The platoon can't regain hit can move through any opening large enough for a
points or gain Temporary Hit Points. medium humanoid. The platoon can't regain hit
points or gain Temporary Hit Points.
One platoon, one soul. Any spell that targets the
spellcaster, targets the whole platoon. One platoon, one soul. Any spell that targets the
Spellcasting member. The bard inside the platoon spellcaster, targets the whole platoon.
is a 4th-level spellcaster. Its spellcasting ability is Spellcasting member. The conjurer inside the
charisma (spell save DC 12, +4 to hit with spell platoon is a 9th-level spellcaster. Its spellcasting
attacks). The bard has the following bard spells ability is inteligence (spell save DC 14, +6 to hit
prepared: with spell attacks). The conjurer has the following
Cantrips (at will): mage hand, vicious mockery wizard spells prepared:
1st level (4 slots): charm person, healing word, Cantrips (at will): acid splash, poison spray
heroism, sleep, thunderwave 1st level (4 slots): mage armor, magic missile
2nd level (3 slots): shatter 2nd level (3 slots): cloud of daggers

Actions 3rd level (3 slots): fireball, stinking cloud


Multiattack: The platoon makes three melee 4th level (3 slots): Evard's black tentacles
attacks. It can't make these attacks against the 5th level (2 slots): cloudkill, conjure elemental
same target.
Volley fire. Range 150 ft. Each creature in a 20-
Actions
foot radius sphere centered on that point must Multiattack: The platoon makes three melee
make a DC 14 Dexterity saving throw. A target attacks. It can't make these attacks against the
takes 4d8 piercing damage on a failed save, or same target.
half as much damage on a successful one.
Short swords. Melee Weapon Attack: +3 to hit,
Short swords. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 14 (4d6) slashing
reach 5ft., one target. Hit: 14 (4d6) slashing damage.
damage.

8
Holy platoon
The first thing to know about the Holy platoon it's that the Holy tortoise platoon
platoon has a supporting role. As other platoons get Huge swarm of medium humanoids (any race),
attacked, the Holy platoon will keep the soldiers alive. It any good alignment
doesn't have powerful attacks, but it can heal others and
heal itself. Armor Class 18 (heavy armor)
Hit Points 139 (27d8 + 18)
Speed 30ft.

Holy platoon STR DEX CON INT WIS CHA


Huge swarm of medium humanoids (any race),
any good alignment 16 (+3) 1 (-5) 14 (+2) 9 (-1) 17 (+3) 14 (+2)
Armor Class 18 (heavy armor)
Vulnerabilities AoE attacks.
Hit Points 139 (27d8 + 18)
Condition Immunities Charmed, Frightened,
Speed 30ft.
Grappled, Paralyzed, Petrified, Prone,
Restrained, Stunned.
STR DEX CON INT WIS CHA Senses passive Perception 13
Languages Any language
16 (+3) 1 (-5) 14 (+2) 9 (-1) 17 (+3) 14 (+2) Challenge 6 (2.500 XP)

Vulnerabilities AoE attacks. Platoon. The platoon can occupy another


Condition Immunities Charmed, Frightened, creature's space and vice versa, and the swarm
Grappled, Paralyzed, Petrified, Prone, can move through any opening large enough for a
Restrained, Stunned. medium humanoid. The platoon can't regain hit
Senses passive Perception 13 points or gain Temporary Hit Points.
Languages Any language
Challenge 6 (2.400 XP) One platoon, one soul. Any spell that targets the
spellcaster, targets the whole platoon.
Platoon. The platoon can occupy another Spellcasting member. The cleric inside the platoon
creature's space and vice versa, and the swarm is a 4th-level spellcaster. Its spellcasting ability is
can move through any opening large enough for a wisdom (spell save DC 13, +5 to hit with spell
medium humanoid. The platoon can't regain hit attacks). It has the following cleric spells
points or gain Temporary Hit Points. prepared:
One platoon, one soul. Any spell that targets the Cantrips (at will): sacred flame, spare the dying
spellcaster, targets the whole platoon. 1st level (3 slots): healing word, cure wounds
Spellcasting member. The cleric inside the platoon 2nd level (2 slots): silence
is a 4th-level spellcaster. Its spellcasting ability is
wisdom (spell save DC 13, +5 to hit with spell Channel divinity. (2/day). You can use one action
attacks). The cleric has the following cleric spells to either reduce damage taken by 30 points, cure
prepared: 4d10 of a creature 30 ft. away from the platoon,
or to force any undead creature with less than 20
Cantrips (at will): sacred flame, spare the dying hit points to be turned, a turned undead will
1st level (3 slots): healing word, cure wounds, spend its turn trying to get as far away from the
shield of faith, sanctuary platoon as possible, this effect has a duration of
1 minute or until the undead takes damage.
2nd level (2 slots): silence
Tortoise defense. The platoon can close the gaps
Channel divinity. (2/day). You can use one action in its shields, increasing its AC by 4, however it
to either reduce damage taken by 30 points, cure cannot attack in this position except for
4d10 of a creature 30 ft. away from the platoon, opportunity attacks. Other creatures provoke an
or to force any undead creature with less than 20 opportunity attack from the platoon when they
hit points to be turned, a turned undead will enter the reach you have with that weapon.
spend its turn trying to get as far away from the
platoon as possible, this effect has a duration of Outside focus. This platoon cannot grapple and
1 minute or until the undead takes damage. cannot attack enemies in the same space they
are, however, to enter the Tortoise platoon, the
Mass cure wounds. (3/day). As an action, this enemy must succeed in a DC 16 Strenght
platoon can use a cleric prayer to heal itself 6d8 (athletism) test to be able to enter the platoon.
+ 8 hit points.

Actions Actions
Multiattack: The platoon makes three melee
Multiattack: The platoon makes three melee attacks. It can't make these attacks against the
attacks. It can't make these attacks against the same target.
same target.
Spears. Melee Weapon Attack: +4 to hit, reach
Maces. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 40 (8d6 + 12) piercing
5ft., one target. Hit: 26 (4d6 + 12) slashing damage.
damage.

9
Necromancer platoon
Necromancer platoon The power the Necromancer platoon has comes from the
Huge swarm of medium humanoids (any race), fact that they'll probably never stop fighting, since anytime
any alignment they die, they can, and will, be brought back to life.
Sometimes a necromancer may raise dead from enemies
Armor Class 10 to add to its ranks, this terrifying power is used constantly,
Hit Points 56 (16d6) and so, you may find Necromancer platoon (undead) with
Speed 30ft. characteristics of other platoons, such as Trampling charge
and flight.
STR DEX CON INT WIS CHA
10 (+0) 1 (-5) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
Necromancer platoon
Vulnerabilities AoE attacks.
Condition Immunities Charmed, Frightened,
(undead)
Grappled, Paralyzed, Petrified, Prone, Huge swarm of medium zombies (any race), any
Restrained, Stunned. alignment
Senses passive Perception 10
Languages Any language Armor Class 8
Challenge 5 (1.800 XP) Hit Points 148 (27d8 + 27)
Speed 30ft.
Platoon. The platoon can occupy another
creature's space and vice versa, and the swarm STR DEX CON INT WIS CHA
can move through any opening large enough for a
medium humanoid. The platoon can't regain hit 13 (+1) 1 (-5) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
points or gain Temporary Hit Points.
Vulnerabilities AoE attacks.
Undeath. If this platoon gets destroyed, it comes Condition Immunities Charmed, Frightened,
back as a Necromancer platoon (Undead). Grappled, Paralyzed, Petrified, Prone,
One platoon, one soul. Any spell that targets the Restrained, Stunned.
spellcaster, targets the whole platoon. Senses passive Perception 8
Languages Any language
Spellcasting member. The necromancer inside the Challenge 3 (700 XP)
platoon is a 12th-level spellcaster. Its spellcasting
ability is inteligence (spell save DC 15, +7 to hit
Platoon. The platoon can occupy another
with spell attacks). The necromancer has the
creature's space and vice versa, and the swarm
following wizard spells prepared:
can move through any opening large enough for a
Cantrips (at will): chill touch, mage hand, medium humanoid. The platoon can't regain hit
shocking grasp points or gain Temporary Hit Points.
1st level (4 slots): magic missile, shield, ray of Group Undead Fortitude. If damage reduces the
sickness, detect magic platoon to 0 hit points, it must make a
2nd level (3 slots): blindness/deafness, detect Constitution saving throw with a DC of 5 + half
thoughts the damage taken, unless the damage is radiant
or from a critical hit. On a success, the zombie
3rd level (3 slots): counterspell, lightning bolt, drops to 1 hit point instead.
animate dead
A continuation. This platoon is the raised version
4th level (3 slots): blight, stoneskin, dimension of a platoon and as such, it carries over every
door characteristic of the platoon it was when it was
5th level (2 slots): cloudkill, telekenesis alive, including spell slots used.
6th level (1 slots): disintegrate
Actions
Actions Multiattack: The platoon makes three melee
attacks. It can't make these attacks against the
Multiattack: The platoon makes three melee same target.
attacks. It can't make these attacks against the
same target. Short swords. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit: 18 (4d6 + 4) slashing
Slingshot volley. Range 100 ft. Each creature in a damage.
20-foot radius sphere centered on that point
must make a DC 12 Dexterity saving throw. A
target takes 16d4 bludgeoning damage on a
failed save, or half as much damage on a Alternative undead
successful one.
You can add some characteristics of another platoon to the
Short swords. Melee Weapon Attack: +1 to hit, Necromancer platoon (undead) to show what they were
reach 5ft., one target. Hit: 14 (4d6) slashing
damage. before being raised.

10
Thank you for reading this book!
Thanks to LeastCoordinatedJedi for some ideas.

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