Ashigaru-Kyuhei Squad/Platoon | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ashigaru-Kyuhei Squad/Platoon CR: 5

Huge /gargantuan horde of 10/20 medium humanoids, any
Armor Class: 12
Hit Points: 110/220
Speed: 28 ft

STR

20 +5

DEX

18 +4

CON

16 +3

INT

10 +0

WIS

12 +1

CHA

10 +0

Skills: Athletics +12, Perception +2
Condition Immunities: charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned
Senses: Passive Perception 12
Challenge Rating: 5

Clan Soldiers. Choose one:

  • Morigani: AC increases by +2
  • Enkoju: Damage increases by +2
  • Hinchou: Bonus action to dodge
  • Ryu: +3 bonus to attack rolls
  • Kumo: Cunning action to dash and disengage
  • Kitsu: Advantage to saves against spells
  • Houba: Bonus action to attack 1d4+strength modifier

  • Condition Immunities. The horde gains immunity to the following conditions: charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned. Additionally, the horde is immune to any spell or effect that would alter its form. These immunities do not apply when the spell or effect targets 10 members or more.
    Crowd Shape. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature.
    Multiattack. The horde makes four attacks, or two attacks if the horde is Bloodied (pg. 12). If the individual creatures in a horde originally had the Multiattack action, the horde gains one extra attack.

    Actions

    Multiattack. The horde makes 4 attacks, or 2 volley attacks.

    Daikyu. ranged weapon attack, one creature, 150/600. To hit: 1d20+8 1d20+10 , Hit 2d10+5 4d10+5 .

    Volley Attack. 20ft radius, up to 150ft away. DC 15 Dexterity saving throw, 4d10 , or half as much on a save.

    Stampede. When the horde uses the Dash action, it may choose to Stampede instead. If the horde enters the space of one or several individual creatures that are no more than one size larger than an individual member of the horde, they must succeed on a DC 17 Strength saving throw or be knocked prone.

      Protect. A horde can allow friendly creatures to enter its occupied space and protect them from enemy attacks. A horde can protect up to three creatures of the same size as the horde's individual creatures. Protected creatures can Disengage at any time to cancel this condition. The Protected creatures benefit from three-quarters cover (+5) against ranged attacks unless the horde is Bloodied.

      Surround. If the horde occupies the space of one or several individual creatures that are no more than one size larger than an individual member of the horde, it can use its action to surround them. The creatures must succeed on a DC 17 Dexterity saving throw or become Surrounded.
    Surrounded creatures can be targeted by Assault Attack. They cannot use Dash or Disengage while surrounded, and provoke an opportunity attack if they use their Move action. If a creature that is Surrounded deals damage to the horde, it can attempt a Dexterity saving throw against the horde's DC at the end of the turn. On a successful save, it is no longer Surrounded and can use its movement to leave the space of the horde without provoking an opportunity attack.
      Spread. The Horde can use its action to spread thin across a larger unoccupied area. The Horde needs a 40 feet by 40 feet area on a map to spread successfully. While spread, the Horde can make only 2 attacks (1 if bloodied) as part of its multiattack, and cannot be targeted by Volley attacks or targeted by spells with a range of 30 feet or less or that targets a large number of creatures (10 creatures or more).
    While the Horde is spread, all creatures that occupy its space lose the Surrounded or Protected conditions if they had them

    Assault Attack. Hordes that use surround tactics can use their action to make a single Assault Attack that targets all creatures that occupy its space and suffer the Surrounded condition. Assault attacks are listed in the horde's statistics.
    When the horde makes an Assault Attack, all targets must make a DC 17 Dexterity saving throw. On a failed save, each target takes damage equal to 4 times an individual creature's weapon dice, or 2 times an individual creature's weapon dice if the horde is Bloodied. On a successful save, it takes half as much damage.

    Reactions

    Aim. If the Hordes target hasn't moved since in the previous movement phase, the Horde gains advantage on its first attack for the turn.


    Created by

    thevigilante219.

    Statblock Type

    Monster

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