Sylirican PhalanxCreature 11
Source Pathfinder #218: Titanbane
Perception +24
Languages Common
Skills Lore +20, Athletics +24, Intimidation +23
Str +6, Dex +4, Con +5, Int +1, Wis +4, Cha +3
AC 31; Fort +25; Reflex +21; Will +24;
HP 165 (Thresholds 110 (3 segments); 55 (2 segments)
Speed 25 feet
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Weaknesses Splash Damage 10
In the Shade

Trigger The Sylirican phalanx is targeted by a ranged attack that is affected by their resistance or included in an area of effect
Effect The members of the phalanx interlock their shields in a practiced motion. Their resistance to the triggering attack is doubled (or tripled if a non-magical attack) or their weakness to area damage does not apply to the triggering effect.
Slow to TurnWhile well defended from the front, the Sylirican phalanx does not adapt well to being surrounded. Their penalty to AC from being Off-Guard is increased to –3.
Troop DefensesThresholds 110 (3 segments); 55 (2 segments)
Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.
A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.
Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Troop MovementWhenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Lower Pikes
1 to 3
Frequency once per round
Effect The Sylirican phalanx lower their pikes and stab forward. Each enemy in a 10-foot emanation must attempt a DC 30 reflex save. The damage depends on the number of actions.
1 (1d6+3) piercing damage
2 (2d6+12) piercing damage
3 (3d6+14) piercing damage
A proper phalanx formation requires the simultaneous use of spear and shield in order to attack enemies near and far while defending each other. Impressive amounts of teamwork are not only beneficial but essential to the survival of the troop
A military serves to defend and fight on behalf of nations and can be trained and deployed in various ways.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.
TroopA troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.