Alcedene Balatar

"My guys are the best Balatar in the Confederation. We'll do the job, you mind your own men."   ~Raoult MountainspearMilitia Sergeant of Alcedene

Structure

Raoult Mountainspear is technically in command, though he shares much of the responsibility with his sister Katixa.. They oversee four squads of the Balatar, each led by a Squad Sergeant and broken up into teams led by Corporals.

Culture

The culture of the Balatar is one of excellence, at least when compared to the militias of other cities and towns. They are often adapting their training, sending out representatives to observe the training of any Balatar that gains a reputation for victory. Backed by Erazabethene Whitefeather and Senbish Wildbone, they regularly throw war games as part of celebrations, and perform drill and parade shows monthly to improve and display their heightened discipline. When members are abroad, any suggestion that their host's Balatar is better than the Saxe Talon will start a barfight.

Public Agenda

Maintain readiness to protect Alcedene from all possible enemies.

Assets

Wealth Dice: 2d6+2    Influence: 1d10   Manpower: 1d10   Alcedene Saxen Guide-On

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Founding Date
Year 262
Type
Military, Paramilitary/Militia
Alternative Names
Saxe Talons
Formation Type
Training Level
Trained
Veterancy Level
Trained
Demonym
Saxens

Alcedene Balatar Squad, Saxe Talon CR: 3

Gargantuan horde of medium humanoids (usually human), lawful neutral
Armor Class: Light (AC 13)
Hit Points: 72 (6d20+12) 6d20+12
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Athletics +8 1d20+8
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 3

Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium humanoid. Additionally, the horde is immune to any spell or effect that would alter its form. Any spell or ability that would target one creature with an effect to which the Horde is immune instead deals 4 damage per creature that it would effect.   Reactive. The horde can take one reaction on every turn in combat.   Shieldwall. The horde has +4 AC so long as it has more than half of its health.

Actions

Multiattack. The horde makes four stackel or sling attacks, or two stackel or sling attacks if the horde has half its hit points or fewer.   Stackel. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing and bludgeoning damage.   Stackel Wall. Each creature of the horde's choice within 5 feet of the horde must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 16 (8d4) piercing and bludgeoning damage, or 8 (4d4) piercing and bludgeoning damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.   Sling. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.   Volley. The horde launches a volley of bullets at a point within 150 feet of it. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 16 (8d4) bludgeoning damage, or 8 (4d4) bludgeoning damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage

Reactions

Take Prisoner. If a creature reaches 0 HP within the Balatar's space, the Balatar can immediately use its reaction to restrain the creature. The creature is Restrained with Hemp Rope, which has 2 HP and can be burst with a DC 17 St check. Every round, the Restrained creature is moved 15 ft. towards the rear of the Balatar formation. If the Balatar is routed, each Restrained creature can make a DC 12 Strength (Athletics) check to make themselves too much trouble to keep prisoner, and they are deposited on the ground in their last space.

A squad of the Saxe Talons, one of the most reputable Balatars in Maecodia.
 

Alcedene Balatar Champion CR: 1

Medium humanoid (usually human), any
Armor Class: Medium (AC 15)
Hit Points: 16 (4d4+8) 4d4+8
Speed: 30 ft

STR

14 +2

DEX

14 +2

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

12 +1

Skills: Athletics +9 1d20+9
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1

Champion: This character's presence gives all friendly creatures within 30 ft. of it advantage against fear effects (including morale checks).   For the Men: This character can reroll one attack per round so long as there are friendly observers who can shout encouragements. Additionally, if they are being so observed and encouraged, they gain 1d10+4 1d10+4 temporary hit points as part of their initiative roll.

Actions

Multiattack. This creature can make two melee attacks with his Stackel, or one melee attack with a Stackel and one Inspiring Cry.   Stackel. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing or bludgeoning damage.   Sling. Ranged Weapon Attack: +5 to hit, reach 60/150 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.   Inspiring Cry. The Champion shouts a battlecry, and all allies within 20 ft. of them gain 5 temporary HP.

Reactions

Cannot Fail: If dropped to 0 HP, this character can use its reaction to make a Constitution (Athletics) 1d20+8 check to instead drop to 1 HP. The DC for this check is the amount of damage they received from this attack. This ability only functions if they are within sight or hearing of allies who are actively encouraging them.

Legendary Actions

The Champion has three legendary actions, which it can take at the end of an enemy's turn. It can only take these actions if they are within sight and hearing of allies giving them active encouragement.   Attack. The Champion makes one stackel attack.   Headbutt. The Champion makes a headbutt attack. Melee Attack. +4 to hit. Reach 5 ft. Damage 4 1d4+2. If the attack is succeful, the opponent loses their reactions until the beginning of their next turn.   Rally (2 actions). The Champion gains 1d6+2 Temporary HP.

 

Alcedenean Sergeant CR: 1/4

Medium humanoid (usually human), any
Armor Class: Medium (AC 15)
Hit Points: 9 (3d4+6)
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

12 +1

Saving Throws: Wisdom +3, Charisma +3
Skills: Athletics +7 1d20+7
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 1/4

Rally. All friendly creatures within 90 ft. of this creature have advantage on saves against fear (including morale checks).

Actions

Multiattack. This creature can make two melee attacks with his Stackel, or one melee attack with a Stackel and one Inspiring Cry.   Stackel. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing or bludgeoning damage.   Sling. Ranged Weapon Attack: +4 to hit, reach 60/150 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.   Inspiring Cry. All friendly creatures within 30 ft. of this character gain advantage on their next attack or saving throw.

Legendary Actions

This character has one legendary action, which it can use at the end of another character's turn.   Form up!: Every friendly creature within 60 ft. of this character can use its reaction to move up to their base speed towards it, moving around obstacles and attempting to avoid opportunity attacks.   That One!: Every friendly creature within 30 ft. of this character can use its reaction to make one ranged attack against an enemy within range designated by this character.   Get Yer Stones Up!: If there are 10 or more friendly creatures with ranged attacks within 60 ft. of the Sergeant, or a Hoard, they can immediately use their reactions to make a volley attack against a 10 ft. square. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 16 (8d4) bludgeoning damage, or 8 (4d4) bludgeoning damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.

 

Saxe Talon Private CR: 1/8

Medium humanoid (usually human), any
Armor Class: Light (AC 13)
Hit Points: 2 (Minion)
Speed: 30 ft

STR

12 +1

DEX

12 +1

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

10 +0

Saving Throws: Con + 3
Skills: Athletics +4 1d20+4
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1/8

Minion. This creature has 2 HP. All sources of nonmagical damage dealt to this creature are reduced to 1 damage. If the attack is a critical hit or from a magical source that requires an attack roll, it does two. All sources of magical damage that require a saving throw for half damage does 2 damage unless this creature successfully saves, in which case the attack does one. Damage exploiting this creature's vulnerabilities instantly destroy it, and damage of a source that this creature is resistant against can do no more than 1 damage.

Actions

Stackel. Attack, One Target: +3 to hit, Range: 5 ft. Damage: 3 (1d4+1) bludgeoning or piercing. Sling. Attack, One Target: +3 to hit, Range 30/120 ft. Damage: 3 (1d4+1) bludgeoning damage.   I Got a Big Braid!: If an enemy fails a morale check, the militiaman gets advantage to all attacks against that creature.

Reactions

Shieldwall. When a creature within 5 ft. of this creature is struck by an attack, this creature can give the target of that attack a +2 to their AC.

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