トループ Troop

出典 Bestiary 6 265ページ
Wherever there are battles to be fought or spoils to be claimed, troops march forward to do the dirty work of war. Whether they are hungry brigands eager to raid merchant caravans, frantic goblins scrambling to put a local settlement to the torch, or a cabal of drow spellcasters on a religious crusade for their demonic faith, troops heed the call and move as a single unit to accomplish what one lone mercenary, arsonist, or cabalist could not.

Of course, brigands, drow, and goblins aren't the only types of troop that could exist―they're merely the three presented on the following pages. The troop subtype provides rules for the creation of groups of like-minded individuals of all kinds, functioning in a way similar to how the swarm subtype allows for the modeling of a vast flight of creatures acting as a single whole. With a troop, running an encounter against a large number of lower-level foes becomes much more manageable, and allows for normally low-脅威度 threats to band together and challenge more powerful PCs.

Troops can be created in innumerable variations, and you should feel free to use the three examples on the following pages as inspiration for the creation of troops of your own design. Troops are not as meant as exact simulations of tactical warfare, and when creating them you should not be overly concerned with trying to emulate the compounded abilities of the troop's component individuals. Troops are created just like other creatures of their creature type, with basic elements such as Hit Dice and statistics assigned so the completed troop conforms to the approximate hit points, Armor Class, and other values for its desired Challenge Rating as found Appendix 9:Monsters by 脅威度, which begins on page 313. Once that foundation is established, apply the subtype rules and use the examples and variations provided here to finetune it with flavorful abilities and feats that approximate how a homogenous group of creatures of this sort might fight. With troops at your command, PCs may think twice next time they encounter a seemingly outmatched group of opponents.

Additional トループ Abilities

Troops hail from a variety of cultures, and can represent vast differences in wealth, training, and motivation―any type of creature capable of forming an army could form a troop. You can use some of the variations below to diversify the troops on the following pages or as specific abilities for troops of your own design. When applying one of these variant powers to an existing troop, a suggested 脅威度 adjustment is listed to represent the troop's change in power. As a general rule, you should not apply more than one of the following variants to a single troop.

Elite Troop/Elite Troop(脅威度+2):Some troops enjoy the sponsorship of a wealthy benefactor, whether an ambitious noble or a powerful warlord eager to fund a band of highly-trained guards. Such troops gain the benefit of better recruitment, better training, and higher-quality arms and armor. Elite troops gain a +4 armor bonus to their Armor Class, increase the damage dice of either their melee or ranged troop attack by one die type―d6 increases to d8, for example―and gain 2 hit points per Hit Die. Their movement is reduced by 10 feet.

Phalanx Troop/Phalanx Troop(脅威度+2):Troops that train together in the use of polearms or spears can gain special advantages on the battlefield. The long reach of such a troop's weapons grants it an additional 5 feet of reach with its troop melee attack. In addition, these troops gain a +4 bonus on saves against trample attacks, and their troop melee attack deals an additional 2d6 points of damage against mounted opponents. Phalanx troops gain 2 hit points per Hit Die.

Rabble/Rabble(脅威度-2):Some troops are not so much organized regiments of warriors as they are hasty assemblies of angry citizens or leaderless bands of creatures intent on chaos and destruction. Ill-prepared for real battle, these troops have 2 fewer hit points per Hit Die than normal and their troop damage is reduced by one die(rabble versions of troops that would normally deal 1d6 points of damage instead deal 1d3 points of damage). Their lack of training and effective protection reduces the troop's Armor Class by 2.

Savage Troop/Savage Troop(脅威度+1):Some troops are able to tap into the collective fury of their culture, unleashing a berserk wave of ferocity on the battlefield. A savage troop can enter a rage as a free action for a number of rounds per day equal to 4 + its Constitution modifier, gaining a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -2 penalty to アーマー・クラス. When the rage ends, the troop is immediately fatigued for the duration of the battle.

Skirmishers/Skirmishers(脅威度+1):Skirmishers are effective and versatile hit-and-run troops. In exchange for reducing their Armor Class by 2 and their troop melee damage by one die(troops that normally deal 1d6 points of damage instead deal 1d3 points of damage), the troop's primary movement speed increases by 10 feet. In addition, the troop gains a ranged special attack that takes the form of up to two lines starting from the corner of any square in the troop's space, with a range equal to the base range increment of a selected weapon type, such as crossbows or javelins. Like with the troop's melee attack, all creatures in the lines' areas of effect are hit by the attack automatically, though targets can attempt a Reflex saving throw for half damage(難易度 = 10 + 1/2 the troop's ヒット・ダイス + the troop's Dexterity modifier). This attack deals the same base amount of damage as the troop's unmodified base melee troop attack, with thrown weapons' damage modified by the troop's Strength score as appropriate.

トループ:カルティスト・トループ Cultist Troop

カルティスト・トループ 脅威度11 Cultist Troop

出典 Bestiary 6 266ページ
経験点 12,800
イニシアチブ +9; 感覚 暗視120フィート; 〈知覚〉+22


アーマー・クラス 21、接触16、立ちすくみ15(+1回避、+5【敏】、+5鎧)
ヒット・ポイント 144(17d8+68); 高速治癒5
頑健 +11、反応 +12、意志 +15; 心術に対して+2
防御的能 swift 治癒、troop traits; 完全耐性 睡眠呪文抵抗 16
弱点 light 視覚喪失


移動速度 30フィート
近接 troop(4d6+5、加えて“”)
接敵面 20フィート、間合い 5フィート
特殊攻撃 負のエネルギー放出難易度14、3d6)
擬似呪文能力術者レベル5; 精神集中+7)



基本攻撃 +12; 戦技ボーナス +17; 戦技防御値 33(足払いされない)
特技 《イニシアチブ強化》《回避》《頑健無比》《強行突破》《神速の反応》《神速の反応強化》《選択的エネルギー放出》《戦闘発動》《鋼の意志》
技能 〈呪文学〉+5、〈真意看破〉+5、〈知覚〉+22、〈知識:宗教〉+5、〈知識:神秘学〉+5; 種族修正 +2〈知覚〉
言語 エルフ語、地下共通語
その他の特殊能力 毒の使用、spellcasting


出現環境 気候問わず/地下
編成 単体、または一団(2~4)
宝物 標準


Fast ChannelingFast Channeling(超常) Each round as a free action, one cultist activates its ability to channel negative energy. Note that the cultist can't use Selective Channeling to select out a troop(this feat works normally for selecting out individual allies), so typically the troop places this effect outside of the troop's area entirely.

高速治癒/Fast Healing(擬呪) The troop's fast healing is a reflection of the fact that each round, some cultists cast cure spells on others. Not all cultists use this ability simultaneously. The troop can gain fast healing in this manner for only up to 20 rounds per day. Activating this ability is a free action.

/Poison(変則) Troop―致傷型; セーヴ 難易度13; 頻度 1回/分(2分間); 効果 気絶状態 1分/2d4時間治癒 1回のセーヴ成功。

擬似呪文能力Spell-Like Abilities(擬呪) This cultist troop's spell-like abilities come from a mix of actual spell-like abilities and spells the individual cultists have prepared. When the troop uses a quickened spelllike ability, only one troop member creates the effect. This effect resolves normally.(These abilities are swift actions since the action of one member does not significantly change the troop's overall actions). When a troop casts resist energy or shield of faith, this represents all the troop's members casting the spell on themselves. The effects of the spell apply to the entire troop, and successful attacks of opportunity do not have a chance to disrupt the spell-like ability. Likewise, readied actions to disrupt spell-like abilities function only if they can affect the entire area occupied by the troop.

This troop of drow nobles is composed of clerics devoted to a demon lord. They have trained well to fight together and serve their fiendish master.}}}}

トループ:ゴブリン・トループ Goblin Troop

The pint-sized humanoids who make up this chattering, shrieking mob hold jagged swords and bare jagged teeth.

ゴブリン・トループ 脅威度5 Goblin Troop

出典 Bestiary 6 267ページ
経験点 1,600
イニシアチブ +7; 感覚 暗視60フィート; 〈知覚〉+8


アーマー・クラス 17、接触15、立ちすくみ13(+1回避、+1サイズ、+3【敏】、+2鎧)
ヒット・ポイント 52(8d8+16)
頑健 +6、反応 +9、意志 +4
防御的能 troop traits


移動速度 30フィート
近接 troop(2d6)
接敵面 20フィート、間合い 5フィート
特殊攻撃 Overwhelm


基本攻撃 +6; 戦技ボーナス +5; 戦技防御値 19(足払いされない)
特技 《イニシアチブ強化》《回避》《頑健無比》《鋼の意志》
技能 〈隠密〉+15、〈知覚〉+8
言語 ゴブリン


出現環境 温暖/森林または平地通常は沿岸方)
編成 単体、または一団(2~6)
宝物 標準


OverwhelmOverwhelm(変則) A goblin troop deals 3d6 points of damage with its troop attack to foes with whom it shares a space.

A troop of goblins is a frenzied mass of gnashing teeth, thrashing limbs, and wildly swinging knives. Goblins in a troop gain bravery in numbers and eagerly assault creatures they should have no business attacking. Horses and dogs are particularly hated targets and, if present, generally endure the brunt of the goblin troop's attention.

トループ:アウトロー・トループ Outlaw Troop

Over two dozen men and women clad in chain shirts and leather armor brandish their knives and swords menacingly.

アウトロー・トループ 脅威度7 Outlaw Troop

出典 Bestiary 6 267ページ
経験点 3,200
イニシアチブ +8; 感覚 〈知覚〉+12


アーマー・クラス 19、接触15、立ちすくみ14(+1回避、+4【敏】、+4鎧)
ヒット・ポイント 82(11d8+33)
頑健 +6、反応 +13、意志 +6
防御的能 身かわし、troop traits


移動速度 30フィート
近接 troop(3d6+5)
接敵面 20フィート、間合い 5フィート


基本攻撃 +8; 戦技ボーナス +13; 戦技防御値 28(足払いされない)
特技 《イニシアチブ強化》《回避》《強行突破》《神速の反応》《神速の反応強化》《鋼の意志》
技能 〈隠密〉+12、〈軽業〉+11、〈生存〉+11、〈知覚〉+12
言語 共通語
その他の特殊能力 Protect Ally


出現環境 気候問わず/
編成 単体、または一団(2~4)
宝物 標準


Protect AllyProtect Ally(変則) The troop provides soft cover to allies sharing its space. Such allies treat squares occupied by the troop as difficult terrain, must succeed at a concentration check(難易度 = 15 + spell level) to cast spells while so protected, and don't take troop damage from being within the troop's space

While individually not much of a threat, these low-level fighters turn into a serious menace to travelers on remote roads when they work together as a troop.

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