Devastation Cavalry Brigade
Despite the influence of the Apocalypse Rider of War, the Molthuni armies pushing into Nirmathas remain efficient and disciplined units, acting tactically and with purpose. The same can't be said for Szuriel's devastation cavalries, chaotic mobs of wild-eyed warriors mounted on blood-red steeds suffused with the daemonic essence of Abaddon.
Uncommon Gargantuan Animal Human Humanoid Troop Unholy
Source Hellfire Dispatches pg. 82
Weak Changes are marked. The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 22 (includes +2 from Uncommon) • Animal (Nature), Humanoid (Society)
Perception +12; darkvision
Languages Common, Daemonic, Varisian
Skills Abaddon Lore +9, Acrobatics +9, Athletics +13, Intimidation +11, Religion +8
Str +5, Dex +1, Con +4, Int +1, Wis +0, Cha +2
AC 21; Fort +14, Ref +11, Will +10
HP 70 (4 segments); Thresholds 60 (3 segments), 30 (2 segments); Immunities fear; Weaknesses area
damage 5, holy 5, splash damage 5Crushing Despair (aura, divine, emotion, fear, mental) 10 feet, DC 22. Enemy creatures that enter or begin their turn in the area must attempt a Will save. Regardless of the result of the saving throw, the creature is then temporarily immune to the aura for 1 minute.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 1 and can’t use reactions for 1 round.
Critical Failure As failure, and the creature slowed 1 as it sobs uncontrollably.Troop Defenses
Speed 40 feet; troop movement
Astride a Red Horse While moving on land, a devastation cavalry brigade ignores all difficult terrain.Mounted Troop Effects that target only animals, humans, or humanoids may not work on the brigade, subject to the GM's discretion.Rain of Ruin [two-actions] The brigade draws or reloads their crossbows, then launches a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 3d8 piercing damage (DC 19 basic Reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst.Swords of Szuriel [one-action] to [three-actions] (magical, unholy) Frequency once per round; Effect The brigade slashes mercilessly at enemies in a 10-foot emanation (DC 19 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d8 piercing damage plus 1d4 spirit
[two-actions] 2d8 piercing damage plus 2d4 spirit
[three-actions] 2d8+4 piercing damage plus 2d4 spiritTrample [three-actions] Medium or smaller, 4d8 bludgeoning, DC 19; a creature that critically fails the save is also knocked prone.Source Hellfire Dispatches pg. 82While Nirmathas and Molthune have been clashing for decades, the presences of Courage Heart, herald of Milani, and Szuriel, the Rider of War, has led to even more fighting within their borders.
Troops At The Fangwood Front
Most of the conflicts between Nirmathas and Molthune take place relatively close to the border between the two nations, as Nirmathi insurgents struggle to push back the Molthuni army. Due to Nirmathas's lack of a traditionally organized military, its most common troops are
conscript squads (NPC Core 89) whose efforts are bolstered by the hit-and-run tactics of bands of Fangwood sentinels operating from the depths of the forest, while the Oprakan military presence, focused primarily on weakening the Molthuni army's southwest flank, consists of both traditional
hobgoblin battalions and firestorm battalions in roughly equal measure. Though fewer in number and mostly operating far from the front itself, Szuriel's devastation cavalry brigades nonetheless loom large in the minds of any Nirmathi who witness one of their rampages or the ruin left behind.
Troops In Fangwood
In addition to the troops listed here, some others that might show up as enemies or allies in skirmishes include: