Mass Combat Units | New Monsters for Fifth Edition

The following mass combat units are used with the Mass Combat rules in BroadSword Magazine, participating in the Battle of Dragard Mine.

Archers Unit

Huge unit of 10 Medium humanoids (human), lawful neutral


Armor Class 13 (leather armor)

Hit Points 110

Speed 30 ft.


Abilities Str 19 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)


Skills Perception +6

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses passive Perception 16

Languages Common

Challenge 5 (1,800 XP)


Unit. The unit can occupy a Medium or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Medium human. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.


Actions

Short Swords. Melee Weapon Attacks: +7 to hit, reach 5 ft., one target within reach or one target in the same space as the unit. Hit: 39 (10d6 + 4) piercing damage, or half as much damage on a miss. Or, the unit deals 21 (5d6 + 4) piercing damage on a hit and no damage on a miss if the unit has half its hit points or fewer.

Volley of Arrows. The unit fires its longbows at a point that it can see within 600 feet of it. Each creature in a 15-foot cube centered on that point must make a DC 13 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed saving throw, or half as much damage on a successful one. If the unit has half its hit points or fewer, the target instead takes 13 (3d8) piercing damage on a failed saving throw, and no damage on a successful one. A target has advantage on this saving throw if it is 150 or further from the unit.

Miners Unit

Huge unit of 10 Medium humanoids (dwarf), lawful neutral


Armor Class 11 (armor scraps)

Hit Points 50

Speed 25 ft.


Abilities Str 20 (+5), Dex 10 (+2), Con 20 (+5), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)


Skills Perception +4

Damage Resistances poison

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 14

Languages Common, Dwarven

Challenge 3 (700 XP)


Unit. The unit can occupy a Medium or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Medium dwarf. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.

Dwarven Resilience. The unit has advantage on saving throws against poison.


Actions

Pick Axes. Melee Weapon Attacks: +7 to hit, reach 5 ft., one target within reach or one target in the same space as the unit. Hit: 40 (10d6 + 5) piercing damage, or half as much damage on a miss. Or, the unit deals 22 (5d6 + 5) piercing damage on a hit and no damage on a miss if the unit has half its hit points or fewer.

Beastman Horde

Huge unit of 10 Medium monstrosities, chaotic evil


Armor Class 16 (breastplates)

Hit Points 200

Speed 40 ft.


Abilities Str 23 (+6), Dex 14 (+2), Con 22 (+6), Int 7 (-2), Wis 9 (-1), Cha 6 (-2)


Skills Perception +7

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 17

Languages Abyssal

Challenge 11 (7,200 XP)


Unit. The unit can occupy a Medium or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Medium beastman. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.

Charge. If the unit moves at least 20 feet straight toward a target and then hits it with a ram attack on teh same turn, the target takes an extra 35 (10d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.


Actions

Greataxes. Melee Weapon Attacks: +10 to hit, reach 5 ft., one target within reach or sharing the same space as the unit. Hit: 71 (10d12 + 6) slashing damage or half as much damage on a miss. Or, the unit deals 38 (5d12 + 6) slashing damage on a hit and no damage on a miss if the unit has half its hit points or fewer.

Horns. Melee Weapon Attacks: +10 to hit, reach 5 ft., one target within reach or sharing the same space as the unit. Hit: 41 (10d6 + 6) bludgeoning damage or half as much damage on a miss. Or, the unit deals 23 (5d6 + 6) bludgeoning damage on a hit and no damage on a miss if the unit has half its hit points or fewer.

Ogre Horde

Gargantuan unit of 10 Large giants, chaotic evil


Armor Class 11 (hide armor)

Hit Points 590 (33d20 + 231)

Speed 40 ft.


Abilities Str 27 (+8), Dex 8 (-1), Con 24 (+7), Int 5 (-3), Wis 7 (-2), Cha 7 (-2)


Skills Perception +10

Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 20

Languages Common, Giant

Challenge 18 (20,000 XP)


Unit. The unit can occupy a Large or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Large ogre. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.

Siege Monster. The unit deals double damage to objects and structures.


Actions

Greatclubs. Melee Weapon Attacks: +14 to hit, reach 5 ft., one target within reach or sharing the same space as the unit. Hit: 98 (20d8 + 8) bludgeoning damage or half as much damage on a miss. Or, the unit deals 53 (10d8 + 8) bludgeoning damage on a hit and no damage on a miss if the unit has half its hit points or fewer.


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Art by Games Workshop

2 thoughts on “Mass Combat Units | New Monsters for Fifth Edition

    1. Haha, well, they’re not THAT fast at mining. They’re mostly for the adventure I posted earlier this evening.

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