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Horde of Swordsmen
A horde of medium sized Swordsmen
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 Longswords, 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.
Actions
Longsword. The Horde makes up to four Longsword attacks +5 to hit, 1d8+3 Slashing
Hand-Axe Volley. Target, a point the horde can see within 30 feet. Each creature within 30 feet of that point makes a dexterity save (DC 13) on a fail takes 8d6 damage, on a success takes half damage. When the horde is reduced to less than half HP this damage decreases to 4d6
Bloodbath. Each creature of the horde's choice in the horde's space must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 36 (8d8) slashing damage, or 18 (4d8) slashing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.