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Vigil Rangers

Gargantuan humanoid, neutral good

A band of scouts for The Vigil, experts in hunting down vile creature

Armor Class 16 (Studded leather)
Hit Points 127 (12d20+32)
Speed 40 ft. Walking 20 ft. Climb
STR
8
(-1)
DEX
19
(+4)
CON
15
(+2)
INT
14
(+2)
WIS
16
(+3)
CHA
10
(+0)
Saving Throws DEX +5, WIS +3
Skills Perception +5, Survival +5, Stealth +7
Damage Resistances Radiant
Senses passive Perception 15
Languages Common
Challenge 6 (2,300 XP)

Horde. 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 within the horde. Additionally, the horde is immune to any spell or effect that would alter its form.

Reactive. The horde can take one reaction on every turn in combat.

Multi-Attack . The horde makes four attacks with daggers or longbows, or two attacks if the horde has half its hit points or fewer.

Horde Immunities (Conditional). The horde gains immunity to the following conditions: charmed, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned, and unconscious. These immunities can be suspended if the horde is entirely within an area of effect (Ex. the Stinking Cloud Spell, with the entirety of the horde within it could still give the horde the Poisoned condition). An AoE damage spell that envelopes the horde causes the horde to become vulnerable to that damage type for that spell, an AoE spell that does not envelope the horde entirely gives the horde resistance to that damage type.

Crossbow Experts. The Vigil Rangers ignore the loading properties on their Holy Heavy Crossbow. The vigil rangers do not have disadvantage on ranged attacks made in melee range

Expert Disengage. Vigil Rangers movement does not provoke opportunity attacks

Actions

Holy Heavy Crossbow. The Horde makes up to four Heavy Crossbow attacks 100/400 +7 to hit, 1d10+4 piercing +1d4 Radiant

Volley . Target, a point the horde can see or can be indirectly fired upon within 100 feet. Each creature within 30 feet of that point makes a dexterity save (DC 15) on a fail takes 6d10 piercing damage and 6d4 radiant damage, on a success takes half damage. When the horde is reduced to less than half HP this damage decreases to 4d10 and 4d4. Creatures and hordes with shields have advantage on this save

Short Sword. The horde takes up to four short sword attacks to creatures within melee range. +7 to hit, 1d6+4 piercing

Marked For Death (Bonus Action, Recharge 5-6). The Rangers mark a target (which can be an individual or a horde). The horde takes an additional 1d6 Radiant damage/attack. The d20 test required to CRIT is reduced by 1, or by 2 if the target is an Undead, Fiend, or Aberration. The Vigil Rangers can only have one target marked in this way at a time, but they may roll to recharge this ability at the start of every turn