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Troops, Testudo

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A column of soldiers move together, their weapons at the ready in a coordinated front.

Testudo Troops CR 7

XP 3,200
LE Medium humanoid (human, troop)
Init +5; Senses Perception +13


AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 85 (9d8+45)
Fort +10, Ref +4, Will +6
Defensive Abilities troop traits


Speed 30 ft.
Melee troop (2d6+6)
Space 20 ft.; Reach 5 ft.
Special Attacks volley


Str 22, Dex 13, Con 18, Int 8, Wis 13, Cha 11
Base Atk +6; CMB +12; CMD 23
Feats Ability Focus (volley), Improved Initiative, Iron Will, Skill Focus (Perception), Toughness
Skills Perception +13
Languages Common
SQ protect ally


Protect Ally (Ex)

A testudo troop provides soft cover to any creature it recognizes as an ally who shares its space.

Such protected allies treat squares occupied by the troop as difficult terrain and must succeed at a concentration check (DC = 15 + spell level) to cast spells while so protected, but do not take troop damage from being within the troop's space.

Volley (Ex)

A testudo 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 start from the corner of any square in the troop's space. All creatures in one of these lines take 4d6 points of piercing damage (Reflex DC 17 half). The save DC is Dexterity-based, and includes the bonus from the testudo troop's Ability Focus feat.