These savvy veteran fighters carry an array of ranged and melee weapons at all times, and keep alert to ensure they’re always ready for whatever the enemy throws their way.
Axe Troop (CR 12)
Speed 30 ft.
Melee troop (4d6+6)
Space 20 ft.; Reach 5 ft.
Special Attacks volley
Str 22, Dex 17, Con 19, Int 10, Wis 14, Cha 13
Base Atk +12; CMB +18; CMD 32
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Skill Focus (Perception), Toughness
Skills Intimidate +11, Knowledge (local, nature) +4, Perception +22, Stealth +11
SQ favored enemy
Axe troops are made up of scrappy and experienced fighters who can recognize when they’re about to become the target of an area-of-effect ability and react accordingly. If the troop succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, the troop instead takes no damage.
Favored Enemy (Ex)
See the skirmishers troop stat block. The bonus on damage rolls also applies to the Axe troop’s volley attack.
An Axe troop can fire a volley of arrows as a standard action. This attack takes the form of up to four lines with a range of 100 feet. These lines can each start from the corner of any square in the troop’s space. Each creature in any of these lines takes 4d6 points of piercing damage per line that hits it (Reflex DC 21 half). The save DC is Dexterity-based.
Pathfinder Campaign Setting: Lands of Conflict © 2017, Paizo Inc.; Authors: Lissa Guillet and Amber E. Scott.