Halfling Partisans

"In a way, the Halflings who choose to fight are more noble than the men. Nobody expects them to defend the town, they are free of all obligations thanks to the efforts of their ancestors. I will not tolerate any talk about them being interested only in battlefield loot."   ~Edler GantorArchedler of The Maecodian Confederation

Composition

Manpower

Halfling Partisan units can typically count on 5-30% of the adult halfling population of a settlement. In times of stress, they may recruit even more, and humans that mistreat their Undertown can expect little to no aid. To be particularly useful on a battlefield, they typically need at least 50 Halflings.

Weaponry

Gladers - Curved shortswords weighted for throwing. In the hands of a proficient halfling, they can be thrown in such a way that on a miss they catch the air and return to the thrower.   Blowguns - Hollow tubes used to deliver typically poisonous darts. The poisons favored by Halflings are mushroom based, though the venom of a dire shrew is also used by particularly nasty individuals.   Light Crossbows - Halflings prefer older designs for crossbows, when they use them; more wood, simpler mechanisms.   Hornbows - Halflings sometimes use hornbows, though they prefer to poison these as they do with their blowguns.    Shortswords - Halflings use small cutlasses or thrusting swords.

Structure

Halfling Partisans are largely independent operators, coordinating with each other through birdcalls. There is usually one liaison with the human command tent, but this officer is responsible for relaying the desires of command rather than actual orders.

Tactics

Halfling Partisans spread out and hide. Given time, they will prepare blinds to initiate combat from, to maximize their surprise and impact. They will mostly use ranged and thrown weapons, then disengage and withdraw when the enemy gets close enough to respond. Their preference is to lead the enemy through booby traps while running from blind to blind, inflicting casualties until they finally retreat behind friendly lines. They may then retire, or sometimes they will sally out and conduct raids on enemy stragglers or scouts.   The exception to this tactical preference is the Beetlemug. Beetlemug Halflings are heavily armored and armed warriors that hold important locations and deny their use to the enemy. They lack the ability to run away due to their heavy kit, but are renowned for their stubborn tenacity.

Training

Halflings prefer thrown weapons for one reason: Skiprock. This game trains the arms of the halfling into effective weapons.

Logistics

Upkeep

A full partisan brigade is not expensive, only 45 GP per season in wages. Undertowns typically receive half this much per season where no mobilization has occurred, as part of typical agreements with the human overtowns.

Recruitment

Halfling Partisans are all-volunteer units, and they entice young halflings with promises of adventures and booty.
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Type
Paramilitary
Overall training Level
Semi-trained
Assumed Veterancy
Recruit
Parent Formation

Halfling Beetlemugs CR: 5

Gargantuan horde of small humanoids (halflings), any
Armor Class: 18
Hit Points: 138 (12d20+12) 12d20+12
Speed: 25 ft

STR

16 +3

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

11 +0

CHA

8 -1

Skills: Athletics +6
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 5

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 infantryman. Additionally, the horde is immune to any spell or effect that would alter its form.   Reactive. The horde can take one reaction on every turn in combat.

Actions

Multiattack. The horde makes four pike attacks, or two pike attacks if the horde has half its hit points or fewer.   Blowgun. Ranged Weapon Attack: +7 to hit, range 25/100 ft., one target. Hit: 1 piercing damage, 7 (2d6) Poison Damage, Constitution Save DC 14 or receive the Poisoned condition for 1 minute. While Poisoned, the target must roll a successful Constitution Save DC 14 each round or waste their turn hallucinating. Attacks against hallucinating enemies can be made with advantage.   Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.   Bramble. 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 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the horde has half its hit points or fewer.   Rain of Needles. The horde launches a volley of darts at a point within 100 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 24 (8d6) poison damage, or 12 (4d6) poison damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage. Creatures damaged this way must make a Constitution Save DC 14 or receive the Poisoned condition for 1 minute. While Poisoned, the target must roll a successful Constitution Save DC 14 each round or waste their turn hallucinating. Attacks against hallucinating enemies can be made with advantage. Hordes hit by this attack that fail both saves lose their next turn as they reorganize around hallucinating members.

Reactions

Traps. When an enemy reaches within 5 ft. of the Beetlemugs, they set off a series of traps. The enemy must make a Dexterity Save DC 15. On a failure, they take 16 (4d8) piercing damage and 24 (8d6) Poison damage. The next round, they take this poison damage again. On a successful save, they receive half this damage and take no damage the next round.

 

Halfling Beetlemug CR: 1/2

Small humanoid (halfling), any
Armor Class: Heavy (AC 18)
Hit Points: 6 (1d10+2) 1d10+6
Speed: 25 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

11 +0

CHA

10 +0

Skills: Athletics +5
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 1/2

Actions

Shortsword. Melee Weapon Attack. +4, reach: 5 ft., Hit: 4 (1d6+2) piercing.   Blowgun. Ranged Weapon Attack. +4, range: 45/100 ft., Hit: 3 (1+2) Piercing, 7 (2d6) Poison, Constitution Save DC 14 or receive the Poisoned condition for 1 minute. While Poisoned, the target must roll a successful Constitution Save DC 14 each round or waste their turn hallucinating. Attacks against hallucinating enemies can be made with advantage.

Reactions

Smoke bomb. If damage would put this character beneath 3 HP but not to 0, they can use their reaction to drop an alchemical smoke bomb and move 15 ft., provoking an attacks of opportunity at disadvantage.

 

Halfling Wheeler CR: 1/8

Small humanoid (halfling), any
Armor Class: Light (AC 13)
Hit Points: Minion
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Stealth +7
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 1/8

Actions

Multiattack. If the Wheeler hasn't thrown their glader yet, they make one cutlass attack and one glader attack in melee.   Glader. Melee Weapon Attack. +4. Reach: 5 ft. Hit: 4 (1d6+2) piercing.   Cutlass. Melee Weapon Attack. +4. Reach: 5 ft. Hit: 4 (1d6+2) piercing.   Glader. Thrown Weapon Attack. +4. Range 20/60 ft. Hit: 4 (1d6+2) piercing.

Reactions

Smoke bomb. If damage would put this character beneath 3 HP but not to 0, they can use their reaction to drop an alchemical smoke bomb and move 15 ft., provoking attacks of opportunity at disadvantage.

 

Halfling Linethunker CR: 1/4

Medium humanoid (halfling), any
Armor Class: Light (AC 13)
Hit Points: 4 (1d8) 1d8
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Stealth +7
Senses: Passive Perception 11
Languages: Common
Challenge Rating: 1/4

Reactions

Smoke bomb. If damage would put this character beneath 3 HP but not to 0, they can use their reaction to drop an alchemical smoke bomb and move 15 ft., provoking attacks of opportunity at disadvantage.

 

Halfling Skyblinker CR: 1/8

Small humanoid (halfling), any
Armor Class: Light (AC 13)
Hit Points: 5 (1d8+1)
Speed: 35 ft

STR

10 +0

DEX

14 +2

CON

12 +1

INT

10 +0

WIS

14 +2

CHA

10 +0

Skills: Perception +4 Stealth +7
Senses: Passive Perception 14
Languages: Common
Challenge Rating: 1/8

Signal. With a few whistles, the trained birds of skyblinkers can relay messages through flight patterns. They can read these patterns unerringly.

Actions

Glader. Thrown Weapon Attack. +4. Range 20/60 ft. Hit: 4 (1d6+2) piercing.   Glader. Melee Weapon Attack. +4. Reach: 5 ft. Hit: 4 (1d6+2) piercing.   Whistlehawk. As a bonus action, the Skyblinker lets out a shrill whistle, prompting a trained peregrine falcon to conduct a flyby, attacking the designated enemy at +5. If the enemy is hit and is not immune to fear effects, they lose their reaction until the end of the Skyblinker's next round. If the attack is a critical and the enemy has eyes, they lose an eye. The falcon levels out and flies away, provoking no attacks of opportunity. An enemy can prepare an action to hit the falcon, which has an AC 16 and 1 HP.

Reactions

Smoke bomb. If damage would put this character beneath 3 HP but not to 0, they can use their reaction to drop an alchemical smoke bomb and move 15 ft., provoking attacks of opportunity at disadvantage.

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