ARMIES OF WAR
hhaos divides the central kingdom. Children are
born into the war, live until they are of age, and
die in the war. Warring factions sac prosperous
cities, laying siege to their castles for months at a
time, Massive battalions meet each other in the
‘countryside, sewing the fields with more bodies
than seeds, The arcane colleges have turned
their research tothe killing arts. Even the hymnals of the holy
royal chorus have warped into elegies.
In this time of war, the lords of the land rely on armies and
mighty commanders to represent their interests on the
battlefield.
Within this supplement are all ofthe simple but powerful
rules you will need to command your own sprawling armies,
defend keeps from invasion or reduce them to ruin, and to
decide the fate of the central kingdom,
CONTENT
ige 1: Armies of War art by John Anthony Di Giovanni
Page 2: Commanders of War, Siege Defense art by
Milosz Wojtasik
Page 3: Archer Line art by Stefan Kopinski
Page 4: Camp Followers art by Jon Pintar
Page 5: Conscript Infantry art by Michael Kormarck
Page 6: Heavy Cavalry art by Melvin Chan
Page 7:Heavy Crossbow Line art by Heroes of Camelot
Page 8: Holy Chorus art by Geistig
Page 9: Knightly Order art by Fadly Romdhani
Page 10: Light Infantry art by Simon Gocal
Page 11: Martial Band art by Dionisis Milonis
Page 12: Scouting Troop art by Joseph Qiu
Page 13: Skirmishers art by Martin de Diego
ge 14: Soldiers-At Arms art by Stefan Kopinski
Page 15: Wall of Shields art by justin Hill
.ge 16: War Academy Mages art by Jason Felix
Layout and design by filmatraCOMMANDERS OF WAR
Every army functions best with a commander, an experienced
individual capable of leading them to glory.
‘Typically, an army swears fealty to a commander who pays
for their service, serves their lord or has otherwise earned
their respect through the completion of some other task. An
army may only have one commander ata time, but may
change from one commander to another over the course of
short or long rest.
‘To gain the benefits of being a commander, a commander's
Charisma score must be higher than the total Challenge
Rating ofall armies he or she commands,
ComManpeEr's LEGENDARY ACTIONS
‘The commander can take I legendary action, choosing from
the options below. Only one legendary action option can be
used at atime and only at the end of another creature's turn.
‘The commander regains spent legendary actions atthe start
ofits turn.
Advance/Retreat. Each army of your choice maves up to
halfof its speed.
‘Commanded Strike (Costs 2 Actions) One army of your
choice makes a single attack targeting another creature of
your choice that you can see,
‘Defensive Command (Costs 2 Actions). One army of your
choice gains the benefits of the Dodge action until the end of
its next turn,
Detect. You make a Wisdom (Perception) check.
Inspiring Command One army of your choice that you
control may add a d10 to ite next attack roll skill check, or
saving throw.
Gatninc COMMANDER ACTIONS
‘Some powerful commanders can take more than 1 legendary
action each round As a general cule, a non-player
commander can take 1 legendary action for every 5 levels of
its Challenge Rating. For example, a Warlord (CR 12) may
take 2 legendary actions each round.
Ifyou are using the optional rules for Feats (PHB pg 165)
player may gain I legendary action instead of taking a feat
level
SIEGE DEFENSE
‘Sturdy stone keeps, from looming tolbridge towers to
glorious castles in the hearts of thriving cities, are icons of|
security in an insecure age.
‘When a keep is beseiged, its defenders have access oa
variety of protective tools.
‘Keeps vary drastically in size and location, but all serve the
‘same purpose—to rebuke invaders and protect their
{inhabitants from harm,
Keep Lair ACTIONS
(On initiative count 20 (losing initiative tes) the keep's
commander takes a lair action to cause one of the following
effects; the commander e
‘case the same effect two rounds
+ Rocks are thrown to a 15 ft radius point within 30 ft. of
the keep's walls. Each creature in the area must make a
DC 15 Dexterity saving throw, taking 7 (246) bludgeoning
damage on a failed save, or half as much damage on a
successful one.
+ Boiling oil pours from the keep onto all ereatures within a
10 ft radius point along the keep's walls. Each creature in
the area must make a DC 15 Dexterity saving throw. On a
failed save, a creature takes 10 (4d) fre damage and 5
(244) additional fire damage at the beginning of each ofits
turns until it uses its action to clean itself of oil On 2
successful save, a creature takes no damage.
+ The keeps defenders use its passageways, architecture,
and simple machinery to their advantage. Until the end of
the round, melee attacks against creatures of the
commander's choice are made with disadvantage.
+ A glyph of warding, cast atthe 3rd level appears at an
‘unoccupied location of the commander's choice
somewhere within the keep. One of the commander's
allies may expend a spell slot to store a spell they have
prepared within the spell glyph. Otherwise, the glyph is
explosive rune,
REGIONAL EFFECTS
‘The region containing the keep may be altered by the keeps
presence, which creates one or more of the following effects:
‘+ Moats, trenches, and chevaux de frise mar the landscape,
‘making travel exhausting. The area within 1 mile of the
keep is dificult terrain,
+ The keeps guards have illuminated the lands with blazing
fires, and thoroughly patrol the lands at all hours.
Dexterity (Stealth) checks made within 1 mile ofthe keep
are made with disadvantage.
+ The commander's subordinates have been convinced to
areatly respect or ear their leader. Charisma (Deception,
Intimidation, and Persuasion) checks against the people
of the keep are made with disadvantage.
‘The lordship burned its lands as it recalled its population
into the keepis walls. No rations may be foraged or hunted
‘within one day's travel ofthe keep.
Ifthe keep is taken, these effects fade over the course of
110 days.LONGBOWMAN
‘Medium humanoid (any race), any alignment
‘Armor Class 12 (Padded Armor)
Hit Points 9 (248)
Speed 30
STR DEX CON INT WIS CHA
14 (42) 13 (+1) 10 (40) 10 (+0) 11 (+0) 10 (+0)
‘Senses passive Perception 10
Languages Any one language (sully Common)
Cfalerge 1/4 60%)
Actions
Shortsword Melee Weapon Attack: +4 to hit, reach
5ft, one target. Hit: 5 (146 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft, one target. Hit:5 (1d8 + 1) piercing
damage.
SSS
ARCHER LINE
‘Huge army of medium humanoids (any ace, 10-20
members), any alignment
‘Armor Class 12 (Padded Armor)
Hit Points 60 (848 + 24)
Speed 30%
STR DEX CON INT WIS CHA
22 (16) 13 (41) 16 (+3) 10 (+0) 11 (40) 10 (+0)
Skills Athletics +8
Senses passive Perception 10
ages Any one language (usually Common)
lenge 3 (700 XP)
‘Any, The unit can occupy another creature's space
and vice versa, and the unit can move through any
‘opening large enough for a medium humanoid. The
unit can't regain hit points or gain ternporary hit
points during combat.
Morale 'f the unit becomes frightened or when itis
reduced to half hit points, it must succeed on aDC
13 Wisdom saving throw or take 2d8 damage as
some of its members break away and flee.
Actions
‘Blacken Sky (rust be above half hit points), The unit
chooses a point within 600 feet. All creatures
within 30 feet of that point must make aDC 15
Dexterity saving throw, taking 21 (646) piercing
damage on a failed save or half as much on a
successful one. Creatures wearing heavy armor and
carrying a shield make this save with advantage and
take no damage instead of half on a successfull
Shortsword Flury. Melee Weapon Attack: +8 to hit,
each ft, one target, Hit: 14 (4d6) piercing
damage, or 7 (2d6) ithe units below half hit
points
Targeted Fire Ranged Weapon Attack: +4 to hit,
range 150/600 fone target. Hit: 18 (48)
piercing damage or 9 (2d8) plercing damage ifthe
Unit is Below haf Bit points.Camp FOLLOWERS
luge army of medium humanoids (any race, 20-40
members), any alignment
‘Armor Class 10
Hit Points 44 (8d8 + 8)
Speed 30
STR DEX CON INT WIS CHA
16 (+3) 10 (40) 13 (41) 13 1) 142) 13 +1)
——
Senses passive Perception 12
Languages Any four languages
Challenge 1 (200 xP)
Amy, The unit can occupy another creature's space
and vice versa, and the unit can move through any
opening large enough for a medium hurmanoid. The
Unit can't regain hit points or gain temporary hit points
during combat.
Comforts of Home. As long as this unit is within 300 ft.
‘of an army for the duration ofa rest, that army regains
the maxirourn arnount of hit points on any hit dice it
spends during each short rest and loses one additional
level of exhaustion at the end of each long rest.
Diverse, The unit is comprised of merchants, doctors,
artisans, courtesans, and solgiers'farilies from all
walks of life, Whenever the unit makes a skill check, roll
1d4. On a 2-3, the unit adds its proficiency bonus (+2)
to the check On a4, it adds twice its proficiency
bonus (+4) to the check
Weak Moral Ifthe unit becoms frightened or is
reduced to half hit points, it immediately takes 248
damage as sorne of its members break away and fle.
Actions
‘Makeshift Attack Melee Weapon Attack: +6 to it,
reach 5ft, one target. Hit: 10 (4d4) bludgeoning
damage, or 5 (204) bludgeoning damage ifthe unit is
below half it points.CONSCRIPTED FOOTMAN
‘Medium humanoid (any race), any alignment
‘Armor Class 11 (Padded Armor)
Hit Points 11 (208 + 2)
Speed 30
STR DEX CON INT WIS CHA
12 (+1) 11 (40) 12 (#1) 10 (+0) 9(-1) 10 (+0)
Senses passive Perception 10
Languages Any one language (usually Common)
Challenge 1/8 (25 %°)
Undlsciplined. The footman has disadvantage on
saving throws against being frightened.
Actions
‘Spear. Melee Weapon Attack: +3 to hit, reach Sf
tone target. Hit: 4 (16 4 1) piercing damage.
‘Sing. Ranged Weapon Attack: +2 to hit, range
30/120 ft, one target. Hit: 3 (1d4+ 1)
bludgeoning damage.
Conscrirr INFANTRY
Huge army of mediurn humanoids (any ace, 20-40
members), any alignment
‘Ammar Class 11 (Padded Armor)
Hit Points 60 (848 + 24)
Speed 30%
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 10 (+0) 9(-1) 10 (+0)
Skills Athletics +6
Serses passive Perception 10
Languages Anyone language (usually Common)
lerge 1 (200 XP)
Amy. The unit can occupy another creature's space
and vice versa, and the unit can move through any
‘opening large enough for a medium humanoid, The
unit can't regain hit points or gain ternporary hit
points during combat,
Horde. & creature that begins its turn within the
army's space takes 14 (406) piercing damage, or 7
(2d6) if the unit is below half hit points.
Scavergers ifthe unit spends 10 or more minutes
picking through the remains of a defeated army, its
‘Armor Class permanently increases by 1 (to a
‘maximum of 16, only once per remains).
Weak Morale Ifthe unit becoms frightened or is
reduced to hal hit points, it immediately takes 248
damage as sore of its members break away and
flee
Actions
‘Spear Formation, Melee Weapon Attack: +7 to hit,
teach Sft, one target. Hit: 14 (406) piercing
damage or 7 (2d6) piercing damage if the unit is
below half hit points.
‘ain ofjaelirs Ranged Weapon Attack: +2 to hit,
range 30/120 fone target. Hit: 14 (4d8) piercing
damage, 0 7 (2d6) if the unitis below half hit
pointsHEAvy CAVALRY
CGargantuan army of medlum humanoids (any race, 10-
20 members) and large beasts (warhorses), ny
alignment
‘Armor Class 17 (Splint)
Hit Points 189 (18¢8 + 81)
‘Speed 3Oft, 60ft. while mounted
STR DEX CON INT WIS CHA
22 (46) 13 (+1) 22 (+6) 11 (40) 11(+0) 10 (40)
Skills Athletics +10, Perception +4
Senses passive Perception 14
Languages Any one language (usually Common)
Challenge 12 (8,400 XP)
Anry. The unit can occupy another creature's space
and vce versa, and the unit can move through any
opening large enough for a large beast while mounted
or amedium humanoid while unmounted. The unit
‘can't regain hit points or gain temporary hit points
during combat.
Trampling Charge. If the unit moves at least 20 ft
straight foward a creature and then hits it with @
hooves attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be
knocked prone. ifthe target is prone, the unit can make
another attack with its hooves against it as a bonus
action,
‘Morale |f the unit becomes frightened or when itis,
reduced to half hit points, it must succeed on aDC 13
‘Wisdom saving throw or take 2d8 damage as some of
its members break away and flee.
Actions
‘Maltittack I the unit has moved atleast 20 ft. in a
straight line this turn, it makes one spear charge and
fone hooves attack. Otherwise, it makes a sidearm flurry
attack
Spear Charge, Melee Weapon Attack: +10 to hit, reach
5 ft, one target. Hit: 28 (8d6) piercing damage, or 14
(48) if the unitis below half hit points.
‘Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft.
cone target. Hit: 28 (846) bludgeoning damage, or 14
(46) if the unitis Below half hit points.
‘Sidearm Fiury. Melee Weapon Attack:+10 to hit, reach
5 fe, one target. Hit: 28 (8d6) slashing damage, or 14
(448) if the unitis below half hit points.Heavy CROSSBOWMAN
‘Medium humanoid (any race), any alignment
‘Armor Class 14 (Chain Shirt)
Hit Points 11 (248 + 2)
Speed 30
STR DEX CON INT WIS CHA
14 (42) 13 (41) 13 (41) 10 (40) 11 (40) 10 (40)
‘Senses passive Perception 10
SEE amap ee cece
Actions.
Gossbow, Ranged Weapon Attack +3 to hit, range
100/400 ft, one target. Hit:6 (110 + 1) piercing
damage,
‘Shortsword Melee Weapon Attack: +4 to hit, reach
Bfe, one target. Hit: 4 (1d4 + 2) piercing damage.
Heavy Crosssow Ling
Fuge army of medium humanoids (any race, 10-20
members) any alignment
‘Armor Class 14 (Chain Shirt)
Hit Points 68 (8d8 + 32)
Speed 30ft.
STR DEX CON INT WIS CHA
22 (16) 11 (40) 19 (+4) 10 (+0) 11 (40) 10 (+0)
Skills Athletics +8
Senses passive Perception 10
uages Any one language (usually Common)
lenge 3 (700 XP)
‘Amry, The unit can occupy another creature's space
and vice versa, and the unit can move through any
‘opening large enough for a medium humanoid. The
unit can't regain hit points or gain ternporary hit
points during combat.
Rotatirg Fire. The unit alternates between lines of
shooting and reloading crossbowmen. While it has
‘more than half ofits hit points, it ignores the
loading property of the heavy crossbow.
‘Morale. |f the unit becomes frightened or when itis
reduced to half hit points, it must succeed on aDC
13 Wisdom saving throw or take 2d8 damage as
some of its members break away and flee.
Actions
‘Muttiattack The unit makes two targeted fire
attacks.
Suffocatng Volley (must be above halfhit points) Al
Creatures in a 15 ft. wide, 100 ft. long line must
make a DC 15 Dexterity saving throws taking 22
(4610) piercing damage on a failed save or half as
much on a successful one. Creatures more than 50
fi away from the unit mate this save with
advantage.
Shortsword Flury. Melee Weapon Attack: +8 to hit,
reach Sft, one target. Hit: 14 (4d6) piercing
damage, 0° 7 (2d6) ifthe unit is below half hit
points
Plant Pavise, The unit deploys aline of tower shields
before its front line. Untl the next time it roves or
rakes a melee attack, the unit has three-quarters
Cover (+5 borus to AC and Dexterity saving
throws)
Tageted Fire, Ranged Weapon Attack: +2 to hit,
range 100/400 ft, one target. Hit: 22 (4410)
piercing damage or 11 (2d10) piercing darmage if
the unit is below half hit pointsHoty Cxorus
Large army of medium humanoids (any race, 5-10
members), any lawful alignment
‘Armor Class 13 (Chain Shirt)
Hit Points 60 (848 + 24)
Speed 3
STR DEX CON INT WIS CHA
16 (43) 10 (+0) 16 (+3) 13 (41) 16 (43) 13 (1)
Skills Medicine +9, Persuasion +4, Religion +4
Senses passive Perception 13
Languages Any one language (usually Common)
Challenge 7 (2,900 xP)
Jay. The uni can occupy another creature's space
andvice versa, and the unfe can move through any
pening large enough fora medium humanotd. The
tnitcart regan hit plnts organ temporary hit
points during combat
Convoke, The unit is a 9th-level spelicaster. Its
spellcasting abilty is Wisdom (spell save DC 14, +6
to hit with spel attacks) Ifit is reduced to less than
half ofits hit points, the unit becomes a 5th-level
spelleaster (it loses its 4th and 5th level spell slots
and one ofits 3rd level slots). The unit has the
following Cleric spells prepared:
Cantrips (at will): light, mending, thaumaturgy,
spare the hing savor guiding bot
‘st level (4 slots): divine favor, guiding bolt,
healing nord sanctany, shod Sat
2nd level (3 slots): lesser restoration, magic
‘weapon, prayer of healing, silence, spiritual
weapon
3rd level (3 slots): beacon of hope, crusader's
‘mantle, dispel magic, reviviy, spirit guardians,
water wall
Ath level (3 slots): banishment, freedom of
movement, guardian of faith, stoneskin
Sth level (1 slot): flame strike, mass cure
wounds; hold monster
‘Morale. \f the unit becomes frightened or when it
is reduced to half hit points, it must succeed on a
DC 13 Wisdor saving throw or take 248 damage
as some of its embers break away and flee.
War Healer, Spells cast by this unit can cause armies
to regain hit points even during combat.
Actions
‘Muttiattack, The unit casts one spell and uses its
mace flurry attack.
Mace Flury. Melee Weapon Attack: +2 to hit, reach
5 ft, one target. Hit: 28 (846) bludgeoning
damage.KNIGHTLY ORDER
Gargantuan army of medium humanoids (any race, 10-
20 members) and large beasts (warhorses), any lawful
Signment
‘Armor Class 18 (Plate)
Hit Points 189 (1848 + 81)
‘Speed 30ft, 60}. while mounted
STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 22 (+6) 11 (+0) 11 (+0) 15 (2)
Skils Athletics 411, Perception +5
Senses passive Perception 15
‘Any one language (usually Common)
(Challenge 15 (13,000 XP)
Any. The unit can occupy another creature's space
and vce versa, and the unit can move through ary
opening large enough for a large beast while mounted
or amediurn humanoid while unmounted. The unit
‘can't regain hit points or gain temporary hit points
during combat.
‘Charge. ifthe unit moves at least 20 ft
straight toward a creature and then hits it with a
hooves attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be
knocked prone. ifthe target is prone, the unit can make
another attack with its hooves against it as a bonus
action.
Unwaverirg Morale, The unit has advantage on saving
throws against being frightened.
Actions
‘Multiattack. \f the unit has moved at least 20 ft. in a
straight line this turn, it makes one lance charge and
‘one hooves attack. Otherwise, it makes a sidearm flurry
attack,
Lance Charge. Melee Weapon Attack: +11 to hit, reach
10 fe, one target. Hit: 52 (8d12) piercing damage, or
26 (2412) ifthe unit is below half hit points.
Hooves. Melee Weapon Attack:+11 to hit, reach 5 ft,
‘one target. Hit: 28 (846) bludgeoning damage, or 14
(46) if the unitis below half hit points.
‘Sidearm Fiury. Melee Weapon Attack:+11 to hit, reach
5 fone target. Hit: 28 (846) slashing damage, or 14
(4d8) if the unitis below half hit points.
‘Thunder of Crossbow Bolts Ranged Weapon Attack: +6
to hit, reach 100/400 f, one target. Hit: 28 (846)
piercing damage, or 14 (4d6) ifthe unit is below half
hit points.
‘Beacon of Guidance (Recharges after a Short or Long
Rest), For 1 minute, all creatures of the unit's choice
within 30 ft of itself that it can see add a d4 to each
attack roll and saving throw, provided it can hear and
understand the unit. This effect ends ifthe unit is
incapacitated
Reactions
Wardirg Manewers The unit adds 2 to its AC against.
‘one melee attack that would hit it. To do so, the unit.
‘must see the attacker and be wielding a melee weapon,Licut CavALRY
Huge army of medium humanoids (any race, 5-10
‘members) and lage beasts (warhorses), any
alignment
Ammar Class 14 (Padded Arrmor)
Hit Points 102 (1248 + 36)
Speed 30ft, 60ft. while mounted
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+3) 18 (+4) 11 (+0) 14 (+2)
Skills Athletics +8, Perception +3
Serses passive Perception 14
gnosis esr Conercn)
lenge 7 (2,900 XP)
‘Amy, The unit can occupy another creature's space
and vice versa, and the unit can move through any
‘opening large enough for a large beast while
mounted or a medium hurnanoid while unmounted
The unit can't regain hit points or gain terporary
hit points during combat.
Morale. the uit becomes frightened oF when itis
reduced to haf hit points, it must sueceed on a DC
13 Wisdom saving throw or take 248 damage as
some of its members break away and flee
Actions
‘Multicttack The unit makes two scimitar flurry or
mounted archery attacks.
Scimitar Fury, Melee Weapon Attack: +8 to hit,
teach 5 fe, one target. Hit: 28 (8d6) slashing
damage, or 1 (4d6) ifthe unitis below half hit
points
Hooves Melee Weapon Attack: 18 to hit, each 5
fi, one target, Hit: 28 (8d6) bludgeoning damage,
oF 14 (4d6) ifthe unit is below half hit po
Mounted Archery. Ranged Weapon Attack: +6 to bit,
reach 150/600 ft, one target. Hit: 36 (8d8)
Piercing damage, or 18 (4d8) ifthe units below
half hit points
Reactions
Warding Maneuvers. The unit adds 2 to its AC
against one melee attack that would hit it. To do so,
the unit must see the attacker and be wielding a
melee weapon,Army DRUMMER
‘Medium humanoid (any race), any alignment
‘Armor Class 12 (Padded Armor)
HitPoints 11 (248 + 2)
Speed 30
STR DEX CON INT WIS CHA
11 (40) 12. (41) 12 (+1) 10 (40) 11 (40) 12 (1)
Skills Performance +3, Persuasion +3, Intimidation
3
‘Senses passive Perception 10
Languages Any one language (usually Common)
Gtalenge 1/8 (25 ¥°)
Actions
Inspire, One creature of the drummer's choice adds
‘1d4 to the next attack roll, skill check, or saving
throw it makes until the end of its next turn
Marta BAND
Huge army of medium humanoids (any race, 20-40
members) any alignment
‘Armor Class 12 (Padded Armor)
Hit Points 85 (10d8 + 40)
Speed 30ft
STR DEX CON INT WIS CHA
18 (44) 12 (41) 18 (4) 10 (40) 11 (40) 15 (42)
Skils Athletics +7, Performance +5, Persuasion +5,
Intimidation +5
Serses passive Perception 10
Larguages Any one language (usually Common)
Challenge 3 (1,800 xP}
“Any, The unit can occupy another creature's space
and vice versa, and the unit can move through any
opening large enough fora large beast while
‘mounted or a medium humanoid while unmounted
‘The unit car't regain hit points or gain temporary
hit points during combat,
‘Marches of War. As an action on its tur, the unit
begins playing one of the following rhythms. It may
only play one thythm at a time, must use its action
to continue the thythm's effects each turn, and
rust maintain concentration on the rhythen as if
concentrating on 2 spell:
+ Rhythm of Guidance. The song coordinates the
mover ofarics Each a iin 130 that
has at least one legendary action has one more
legendary action and regains this action at the
start ofits turn as long as it can hear the rhythrn
+ Rhythm of Tenor. The song is full of menace.
Hostile creatures within 150 ft that can hear the
rhythm have disadvantage on saving throws they
make to resist becoming frightened, and take §
(248) additional damage from losing morale.
+ Rhythm of Valor The song is bornbastic and epic.
Each ally within 150 fl adds 144 to each ofits
attack rolls, skill checks, and saving throws as
long as it can hear the ehythr,
Morale. I the unit becomes frightened or when it
is reduced to half hit points, it must succeed on a
C13 Wisdom saving throw or take 248 damage
as some ofits members break away and flee.
Actions
‘Shortsword Flr Melee Weapon Attack: +8 to hit,
Teach Sft, one target, Hit: 14 (4d6) piercing
damage, or 7 (2d6) ifthe unit is below half hit
pointsScouTinc Troop
Large army of medlum hurmanolds (any race, 5-10
members, any neutral alignment
‘Armor Class 13 (Leather Armor)
Hit Points 60 (848 + 24)
Speed 30ft
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 11 (40) 13 (+1) 11 (40)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
‘Senses passive Perception 15
Languages Anyone language (usually Common
Ciderge 1 (200 x0) 8 28 (NAY Common)
Ammy,.The unit ean occupy another creature's space
and vice versa, and the unit can move through any
opening large enough for a medium humanoid. The
Unit cant regain hit points or gain temporary hit points
during combat.
Keen Hearing and Sight. The unit has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
Landstrider, Armies accompanying the unit do not have
their travel slowed by dificult terrain, While traveling
alone, the unit can move stealthily at anormal pace.
; While resting, the unit protects an area of
up to 300 ft as ifby the spell alarm with an inaudible
ward
‘Morale i the uit becomes frightened or when itis
reduced to half hit points, it must succeed on a DC 13
Wisdom saving throw or take 2d8 damage as some of
its members break away and flee.
Actions
‘Shortsword Flury. Melee Weapon Attack: +4 to hit,
reach 5 fl, one target. Ait: 14 (4d6) piercing darnage,
‘or (246) piercing damage ifthe unit is below half hit
points
Rain of Needles. Ranged Weapon Attack: +4 to hit,
ranged 80/320 ft, one target. Hit: 14 (4d6) piercing
damage, or 7 (246) piercing darnage i the unit is
below half it points.SKIRMISHERS
‘Huge army of medium humanoids (any race, 20-40
members) any alignment
‘Armor Cass 15 (Scale Mail)
HitPoints 105 (1088 + 60)
Speed 30
STR DEX CON INT WIS CHA
22 (46) 12(+1) 22 (+6) 10(+0) 11 (40) 91)
Skills Athletics +9, Intimidation +2
‘Senses passive Perception 10
eee oe
idiots 51800 x7
Anrry.The unit can occupy another creature's space
and vice versa, and the unit can move through any
opening large enough for a large beast while mounted
or ammediurn humanoid while tnmounted, The unit
can't regain hit points or gain temporary hit points,
during combat.
‘Aggressive Asa bonus action, the unit can move upto
cree! sata iorieceaieat ie eoaioea
Horde, A creature that begins its turn within the unit's,
space takes 21 (6d6) piercing damage, or 11 (346) if
the unit is below half hit points,
Reckless At the start of its turn, the unit can gain
advantage on all melee weapon attack rolls during that
tum, but attack rolls against it have advantage until the
start of its next turn
‘Morale Ifthe unit becomes frightened or when itis
reduced to half hit points, it must succeed on a DC 13
‘Wisdom saving throw or take 2d8 damage as some of
its members break away and fle.
Actions
‘Multisttack The unit makes two flurry of axes attacks.
Fury of Axes. Melee Weapon Attack:+9 to hit, reach 5
fe, one target. Hit: 21 (6d6) slashing darnage, or 11
(86) if the unit is below half hit points.
Spear Rush. Melee Weapon Attack: +9 to hit, reach 5 ft,
fone target. Hit: 21 (648) piercing damage, or 11 (346)
ifthe unit is below half hit points. f the unit moved at
least 15 ft. before making the attack and the target is a
Medium or smaller creature, the target must succeed
‘on aDC 15 Strength saving throw or be knocked
prone.SoLprEers-AT-ARMS
Huge army of medium humanoids (any race, 20-40
members), any alignment
‘Armor Class 18 (Half-Plate, Shield)
Hit Points 147 (1448 + 63)
Speed 30
STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 22 (+6) 11 (+0) 11 (+0) 10 (+0)
Skills Athletics +10, Perception +4
Senses passive Perception 14
Languages Any one language (usually Common)
Challenge 10 (5,900 XP)
Amy, The unit can occupy another creature's space
andvice versa and the unfe can move through any
opening large enough for a medium hurmanoid
while mourited or amedium humanoid while
Linrnounted, The unit ean regain hit points or gain
temporary hit points during combat
Horde & creature that begins its turn within the
Unit's space takes 28 (8d6) piercing damage, or 14
(4d6) ifthe unit is below haf hit points.
Unwavering Morale. he unit has advantage on
saving throws against being frightened.
Actions
‘Muttitack, The unit makes three melee attacks or
two ranged attacks.
Open Melee. Melee Weapon Attack: +10 to hit,
reach 5 ft, one target. Hit: The unit's choice of 28
(8d8) bludgeoning, piercing, or slashing damage, or
14 (4d6) ifthe unit is below half hit points.
‘Shield Push Melee Weapon Attack: +10 to hit,
reach 5 ft, one target. Hit: 20 (8d4) bludgeoning
damage, or 10 (4d4) ifthe unit is below half hit
points. Ifthe target is a Medium or smaller creature,
itmust succeed on a DC 15 Strength saving throw
or be knocked prone
Reactions
Waring Maneuvers The unit adds 2 to its AC
against one melee attack that would hit it To do so,
the unit must see the attacker and be wielding a
rmelee weapon.WALL OF SHIELDS
Huge army of mediurn humanoids (any race, 20-40
members), any alignment
‘Armor Class 16 (Chain Shirt, Shield)
Hit Points 189 (1848 + 54)
Speed 5ft
STR DEX CON INT WIS CHA
22 (16) 13 (#1) 22 (+6) 11 (40) 11.(+0) 10 (40)
Skills Athletics +10, Perception +4
Senses passive Perception 14
Languages Anyone language (usually Common)
Calerge 10 (5.90098)
Anrry. The unit can occupy another creature's space
and vice versa, and the unit can move through any
opening large enough for a medium humanoid. The
Unit can't regain hit points or gain temporary hi
during combat.
Pike ard Shield Formation. The uit has advantage on all
melee attacks against mounted units, and nonmagical
ranged attacks made against it have disadvantage.
Polearm Master. Other creatures provoke an
opportunity atack from the unit when they enter its
reach (10 ft)
Sentinel When the unit hits a creature with an
‘opportunity attack, that creature's speed becornes 0
for the rest ofthe turn. In addition, creatures provoke
‘opportunity attacks from the unit even if they take the
Disengage action before leaving the unit's reach,
Vuherable Flank At the end of its turn, the unit declares
wihich cardinal direction itis facing. Until the end of its
next turn, attacks made against it rom the opposite
cardinal dicection are made with advantage, and the
unit has 3/45 cover from all other directions
‘Morale f the unit becomes frightened or when itis
reduced to half hit points, it must succeed on a DC 13
Wisdom saving throw or take 2d8 damage as some of
its members break away and flee.
Actions
‘Malliatiack The unit makes one pike fury attack
Pike Flury. Melee Weapon Attack: +10 to hit, each 10
ft, one target. Hit: 44 (8410) piercing damage, or 22
(4d10) ifthe unitis below half hit points
Shield Push Melee Weapon Attack:~10 to hit, reach 5
fe, one target. Hit: 20 (8d4) bludgeoning damage, or
10 (404) ifthe unit is below half hit points. If the
target is a Medium or smaller creature, it must succeed
‘on aDC 15 Strength saving throw or be pushed back 5
for knocked prone (unit's choice).‘War ACADEMY MAGES 2 {
Large army of medium humanoids (any race, 5-10
members), any alignment
‘Armor Class 13 (Chain Shirt)
Hit Points 60 (848 + 24)
Speed 3
STR DEX CON INT WIS CHA
12 (41) 14 (42) 16 (+3) 17 (43) 12 41) 10 40)
Skills Arcana +7, History +7
‘Senses passive Perception 11
Languages Any four languages
Challenge 9 (5,000 XP)
‘The unit can occupy another creature's space
and vice versa, and the unit can move through any
‘opening large enough for a medium hurmanoid. The
unit cant regain hit points or gain temporary hit
points during combat
Arcane Ward Creatures of the unit’s choice within
30 ft. oft (including itself) have advantage on
saving throws against spells and other magical
effects.
Convoke, The unit's a12th-level spelicaster. Its
spellcasting abilty is Intelligence (spell save DC 15,
+47 to hit with spel attacks) fit is reduced to less
than half ofits hit points, the unit becomes an 8th-
level spellcaster it loses its 5th and 6th level spell
slots and one of its 4th evel slots). The unit has the
following Wizard spells prepared
+ Cantrips (at will: fre bol, ight, prestidigitaion,
‘ay of fost
+ Ist level (4 slots): detect magic, mage armor,
magic missile, shield
+ 2nd level (3 slots): mirror image, misty step,
shatter
+ 3rd level (3 slots): counterspell fireball lightning
bolt
+ 4th level (3 slots: ice storm, stoneskin
Sth level (2 slots): Bigby's hand, cone of cold
+ &th level (1 slot): chain lightning, wall fice
‘Morale. If the unit becomes frightened or when it
is reduced to half hit points, it must succeed on a
DC 13 Wisdom saving throw or take 248 damage
as some of its members break away and flee.
Actions
‘Mutiattack, The unit casts one spell of 1st level or
higher and one cantrip or casts two cantrips.
Desperate Quarterstaves. Melee Weapon Attack: +2
to hit, reach 5 ft, one target. Hit: 14 (446)
bludgeoning damage, or 7 (246) ifthe unit is below
half hit points.