b'Warband, Airborne Unit \n'b'  Family:   Warbands  \n'b'\n'b'  Gargantuan   warband of Medium humanoids  (human),  neutral  \n'b'  Armor Class  16 (chain mail)  Hit Points  121 (9d20 + 27)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  16 (+3)  CON:  17 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws  Con +6  Skills  Athletics +7, Intimidation +4  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities  charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned  Senses  passive Perception 11  Languages  Common  Challenge  8 (3,900 XP) \n'b' SPECIAL Traits \n'b'\n'b'  Innate Spellcasting . A few members of the paratrooper unit are spellcasters (not the unit as a whole) who can collectively deploy their spells as though the entire unit were a spellcaster. The paratrooper unit\xe2\x80\x99s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components.\n'b'\n'b'\n'b'  At will : detect magic, feather fall (self only) \n'b'  1/day each : spider climb (self only) \n'b'\n'b'  Siege Team . The paratrooper unit deals double damage to objects and structures. \n'b'  Warband . The paratrooper unit can occupy another creature\xe2\x80\x99s space and vice versa, and the warband can move through any opening large enough for a Medium creature. The warband can\xe2\x80\x99t regain hit points or gain temporary hit points. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The paratrooper unit makes three warhammer attacks. \n'b'  Warhammer .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 17 (3d8 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if the infiltrator troop has half of its hit points or fewer. \n'b'  Alchemical Barrage (Recharge 5\xe2\x80\x936) . The warband hurls several alchemical bombs at a point within 80 feet, choosing acid or fire. Each target within 20 feet of that point must succeed at a DC 15 Dexterity saving throw (DC 11 if the paratrooper unit has half of its hit points or fewer), taking 42 (12d6) damage of the chosen type on a failed save, or half as much damage on a successful save. \n'b'\n'b' ABOUT \n'b' Raining death from above, these daredevil soldiers plummet in a tightly packed squadron carrying heavy hammers and alchemical bombs. \n'b'  First into the Fray . Specialized units that highly organized militaries deploy to secure important objectives, airborne units are skilled soldiers and grenadiers. Their particular specialty is in seizing and then demolishing enemy fortifications so they can\xe2\x80\x99t be used against the airborne units\xe2\x80\x99 allies. \n'b'  Death from Above . The airborne unit first get into place high above an enemy objective using magical means such as flying carpets or risky teleportation, or they might be deployed from the bridge of an airship. When all else fails, paratrooper units might be hurled into the air with massive catapults. Once above their objectives, members of the unit with spellcasting target everyone in the unit with feather fall to slow the unit\xe2\x80\x99s descent. In this way, the airborne units descend into the thick of the fighting, weapons at the ready. \n'b'  Destructive Attacks . Airborne unit hurl alchemical bombs and use their devastating hammers to eradicate enemy troops and destroy fortifications. They aren\xe2\x80\x99t above picking up weapons from their fallen foes, particularly weapons that might prove useful in their demolition objectives. \n'b'  Fearless Fighters . Airborne units are highly resistant to fear; their missions are often so dangerous that their only options are to succeed or die, and the daredevil troopers wouldn\xe2\x80\x99t have it any other way. \n'b'  Fighting at Range : Unlike other warbands, which rely on the press of numbers to beat down opponents in melee, infiltrator troops are more effective while remaining at a distance. They are notoriously difficult to pin down, slipping away from melee combatants to renew their attacks from range. \n'b'  Elven Magic : Although they lack the ability to cast spells in the usual fashion, elven infiltrators have sparks of magic they can employ to enchant their weapons while they fight. The ordinary swords and arrows these defenders use are considered magic weapons, allowing them to damage certain enemies resistant to mundane attacks. \n'b' About Warbands \n'b' The exact number of a warband\xe2\x80\x99s component creatures varies, but in general, a Gargantuan warband made up of Small or Medium creatures consists of approximately 12 to 30 creatures and a Gargantuan warband made up of Large creatures consists of approximately 8 to 15 creatures. \n'b' Although the individuals in a warband likely each carry their own equipment, the chaos and destruction of battle means that not all of these creatures\xe2\x80\x99 equipment survives the rigors of combat. \n'b' As a result, parties who wish to claim usable gear or treasure from slain foes treat a warband as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the warband\xe2\x80\x99s expected treasure value.'