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Twilight Talon Infiltrator Team

These teams of elite Andoren field agents possess specialized training in executing covert operations. Many have recently been dispatched to Isger to assist the insurgents of the Hellbreakers League in throwing off the yoke of Chelaxian oppression.

Recall Knowledge - Humanoid (Society): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Twilight Talon Infiltrator TeamCreature 8

Uncommon Gargantuan Human Humanoid Troop 
Source Hellfire Dispatches pg. 107
Perception +8
Languages Common
Skills Acrobatics +8, Athletics +6, Deception +10, Stealth +10
Str +2, Dex +4, Con +0, Int +1, Wis +2, Cha +4
AC 19; Fort +4, Ref +10, Will +8
HP 135 (4 segments); Thresholds 90 (3 segments), 45 (2 segments); Weaknesses area damage 8, splash damage 8
Now!! [reaction] Trigger A creature moves adjacent to the infiltrators or takes a hostile action against them; Requirements The infiltrators are disguised; Effect The infiltrators cast aside their disguises and unleash a 2-action Blindside against all enemies in a 5-foot emanation. A creature that critically fails the save takes an additional 1d6 precision damage.Troop Defenses Undercover (concentrate, exploration, manipulate, secret) By spending 2 hours preparing disguises, performing reconnaissance, and the like, the infiltrators can convincingly impersonate any troop unit of their level or lower that has the humanoid trait. Alternatively, they can disguise themselves as a mixed assortment of humanoid noncombatants who don't obviously form a cohesive unit. This functions as the Impersonate action with the infiltrators gaining a +2 circumstance bonus to their Deception DC. Infiltrators can't use Undercover to appear as specific individuals, nor can they impersonate groups that require resources unavailable to them, at the GM's discretion (impersonating a cavalry unit without access to mounts, for example).
Speed 25 feet; troop movement
Blindside [one-action] to [three-actions] Frequency once per round; Effect The infiltrators strike against enemies in a 5-foot emanation, dealing damage of a type appropriate to any weapons or implements incorporated into their disguise, with a DC 15 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d8+1 bludgeoning, piercing, or slashing damage
[two-actions] 2d8+8 bludgeoning, piercing, or slashing damage
[three-actions] 3d8+9 bludgeoning, piercing, or slashing damage
Faces in the Crowd Twilight Talon infiltrators are masters of blending into and dispersing seamlessly among large groups. While disguised as noncombatants, they can move into other creatures' spaces, and other creatures can move into the team's spaces.Snap Shot [two-actions] The infiltrators draw or reload concealed hand crossbows and launch a hail of bolts in a 10-foot burst within 60 feet that deals 5d6 piercing damage (DC 15 basic Reflex save). When the unit is reduced to 2 segments, this area decreases to a 5-foot burst.

All Monsters in "Troops in Isger"

NameLevel
Golden Erinys Novitiate Circle5
Thrune Champion Army11
Twilight Talon Infiltrator Team8

Troops in Isger

Source Hellfire Dispatches pg. 106
Forces from within and without fight for the future of this small nation.

Sidebar - Related Creatures Troops In Isger

In addition to the troops listed here, some others that might show up as enemies or allies in skirmishes include: