My Documents
Become a Patron!
# Simple Squads & Mass Combat Squads are collections of lower-CR enemies that work together as a single creature on the battlefield. Squads are ideal for encounters in which the Gamemaster wants to include a large number of weaker enemies and allies, and can help replicate the chaos of a battlefield in a more manageable fashion. Similarly, squads provide the Gamemaster with ways to transform low-CR enemies into a more significant threat. By the time the heroes hit 10th level, those CR 1/8 kobolds have ceased to be a challenge, but transforming those kobolds into squads raises their CR to the point where they can be sufficiently dangerous ## What is a Squad? A squad represents a small number of creatures (usually three to four) of the same type that come together into a single unit. They occupy the same space and have only one turn's worth of actions. The squad is an abstract concept that allows the Gamemaster to populate an encounter with low level creatures and still maintain the speed and ease of combat they need. Squads are by no means necessary, but they do streamline the game experience. For example, a Gamemaster could create an encounter with 15 kobolds, or the same encounter could be created using only 5 squads, which is more manageable. ### Creating a Squad To create a squad, make the following changes to the statistics block of any creature: - Increase the creature's size by one category. - Double the creature's hit points. - Increase the creature's AC by one. - Add +4 to all attack rolls, as the members of the squad are considered to be aiding one another. - Add the Squad Traits #### Squad Traits Squads share the following special traits: - All melee attacks made by a squad are considered melee area attacks that affect all creatures within the squad's reach (although a squad can choose not to affect a target with its attacks). - All ranged attacks made by a squad are considered to have a 5 foot radius. If the squad's weapon already has a radius effect, increase the radius by 5 feet. - A squad can choose not to affect allies with its attacks. - Area attacks deal +2 dice of damage against a squad. - A squad cannot be grappled or restrained. - A squad can make attacks of opportunity against creatures that provoke them. - A squad has a number of reactions equal to the original creature's Hit Dice. \columnbreak
##### What About XP? If you are playing a game that uses XP, simply multiply the XP you would have received from a single one of the chosen creatures by 3 (this represents the three to four members of the squad).
##### Pack Tactics & "Allies" Some creatures feature abilities that affect or are affected by allies. As a squad, the adjusted creature squad is considered allies to each other until the squad drops below half of its max hit points.
### Example: Squad of Kobolds ___ > ## Squad of Kobolds >*Medium squad of Small humanoids (kobold), lawful evil* > ___ > - **Armor Class** 13 (Original 12) > - **Hit Points** 10 (Originial 2d6-2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|15 (+2)|9 (-1)|8 (-1)|7 (-2)|8 (-1)| >___ > - **Condition Immunities** grappled, restrained > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** Common, Draconic > - **Challenge** 1/8 - adjusted (75 XP) > ___ > >***Sunlight Sensitivity.*** While in sunlight, the kobold squad has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. > > ***Pack Tactics.*** The kobold squad has advantage on attack rolls against all creatures if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated, or if the squad has more than half of its max hit points. > > > ### Actions > > ***Daggers.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., all targets within reach. *Hit:* 4 (1d4 + 2) piercing damage. > > ***Slings.*** *Ranged Weapon Attack:* +8 to hit, range 30/120 ft., all targets within 5 ft. cube. *Hit:* 4 (1d4 + 2) piercing damage.