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Horde of Spearmen
A horde of medium sized Spearmen
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 Spears, 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
Spear. The Horde makes up to four Spear attacks +5 to hit, 1d6+3 Piercing
Bloodbath. Each creature of the horde's choice within 5 feet of the horde must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
Reactions
Hold The Line. As a reaction to a hostile creature or horde entering a space within 5 feet of the spearmen, make a STR save (DC 13) or have speed reduced to 0 and take 1d6 Piercing Damage, or half on a success. A mount or horde of mounted creatures has disadvantage on this save