Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Troop Defenses -
Ability
Arcane Spontaneous Spells
DC 46, attack +38; 9th flense, implosion (2 slots); 8th eclipse burst, enervation, flense (3 slots); 7th eclipse burst, grim tendrils, rouse skeletons (3 slots); Cantrips (9th) ancient dust, chill touch, torturous trauma
Ability
Form Up
Ability
Teach You a Lesson
4d12+14 bludgeoning damage
Ability
Troop Movement
Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.
Ability
Troop Spellcasting
When the necromancer troop Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius isn't affected). Add 5 feet to the length of a cone or line that's normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Troop
A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. A troop is 16 squares in size and has two Hit Point thresholds in their HP entry, under which it reduces in size to 12 squares and then 8 squares. A troop has the Troop Defenses, Form Up, and Troop Movement abilities. Most troops have a weakness to area damage. Because they consist of multiple discrete creatures, they can't be summoned.
Language
Common
Kelish
Necril
Osiriani
Weakness
area damage 15
splash damage 15