Koryo Hall of Adventures Spells

KHA Spells Continued

Raise Platoon (6th), Raise Army (9th)


Raise Platoon

6th level Necromancy
Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a whistle embedded with red rubies worth in total at least 300 gp, which this spell does not consume)
Duration: 1 hour

This spell creates a platoon of the spectral dead. Choose a point within range. A 20-by-20-foot swarm of spectral soldiers appears centered on that point. See the Spectral Soldier Swarm creature block below. If there is insufficient space, then this spell fails.
On each of your turns, you can use a bonus action to mentally command this swarm if it is within 120 feet of you. You decide what action the swarm will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the swarm only defends itself against hostile creatures. Once given an order, the swarm continues to follow it until its task is complete.
The swarm lasts until the end of the spell’s duration, or until it is reduced to 0 hit points.


Raise Army

9th level Necromancy
Casting Time: 1 minute
Range: 120 feet
Components: V, S, M (a blowing horn embedded with red rubies worth in total at least 1000 gp, which this spell does not consume)
Duration: 8 hours

This spell creates an army of the spectral dead. Choose three points within range. A 20-by-20-foot swarm of spectral soldiers appears centered on each of those points. See the Spectral Soldier Swarm creature block below. If there is insufficient space, then this spell fails.
On each of your turns, you can use a bonus action to mentally command these swarms if they are within 120 feet of you (each swarm can be given a different command, such as which direction to move and what to do once they get there). You decide what action each swarm will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the swarm only defends itself against hostile creatures. Once given an order, the swarm continues to follow it until its task is complete.
The swarms last until the end of the spell’s duration, or until they are reduced to 0 hit points.


Spectral Soldier Swarm

Gargantuan undead swarm, Lawful Neutral

Armor Class 16
Hit Points 75 (10d8+30)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)16 (+3)16 (+3)10 (+0)10 (+0)10 (+0)

Saving Throws Str +6, Dex +6, Con +6
Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive perception 10
Languages Languages
Challenge 4 (1,100 XP)

Incorporeal Movement. The spectral soldier swarm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a medium creature. The swarm can’t regain hit points or gain temporary hit points.
Magic Weapons. The swarm’s weapon attacks are magical.

Actions

Clash. Melee Weapon Attack: +6 to hit, one target in the swarm’s space. Hit: 21 (4d8+3) piercing damage, or 12 (2d8+3) piercing damage if the swarm has half its hit points or fewer.
Skirmish. Melee Weapon Attack: +6 to hit, two targets in the swarm’s space. Hit: 12 (2d8+3) piercing damage, or 8 (1d8+3) piercing damage if the swarm has half its hit points or fewer.

There are some errors in the statblock. Will update with fix as soon as able.

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