Lockstep Warders
Humanoid (Beastfolk) -- Medium -- Underground garrison complexes, fortified ruin networks, territorial perimeter zones
They moved like parts of the same machine. Not like soldiers following orders -- there was no visible signal, no shouted command -- but like something that had been calibrated. The one on the left started turning before the one on the right had finished its sentence. When we came around the second corner we found all six of them facing us, which meant they had known we were coming before we rounded the first corner, and had spent the interval arranging themselves.
-- field report, waystation garrison captain, after engagement with perimeter warders, transit corridor south
Ecology
The Lockstep are a militaristic Beastfolk lineage whose settlements are built around discipline as an organizing principle rather than as an imposition on individuals who would otherwise behave differently. The discipline is real, procedural, and old. It predates the current generation's leadership; it predates the Forgetting, most likely, or at minimum represents the independent rediscovery of something that existed before. Whether this is cultural inheritance or convergent social engineering does not particularly interest the Lockstep, who regard the question as the kind of philosophical indulgence that surface-adjacent peoples engage in because they have not yet been in enough sustained territorial conflicts to understand why consistency matters more than creativity.
Their settlements are always fortified, always garrisoned, always maintained. The Lockstep do not abandon functional infrastructure; they rotate personnel, repair damage, and update defensive protocols in a continuous maintenance cycle that has no peacetime and no wartime because they do not recognize the distinction. A Lockstep settlement in good order is one whose perimeter is intact, whose supply cache is current, and whose warder rotation has not missed a shift in at least a season.
The Warder is the standard-rank fighting position: equipped for both close and ranged engagement, trained in pack-tactics that exploit the presence of nearby allies, and carrying weapons with a characteristic toxin coating derived from local fauna. The toxin is not exotic by the standards of the post-collapse ecosystem -- it is simply the product of a people who have been systematically weaponizing their available resources for a very long time. The Commander is the senior variant, exercising a documented and consistent Aura of Authority that produces measurable improvements in allied performance within a defined radius. The mechanism is not fully understood; the effect is reliably observed.
The Lockstep are not hostile to all outsiders by default. They are hostile to territorial incursion and to anything that disrupts the function of their logistical systems. A party that presents itself as a transit party, not a raiding party, and that behaves consistently with that presentation, will deal with the Lockstep on trade terms. A party that behaves like a raiding party -- or that looks like it might -- will deal with them on very different terms, and the Lockstep will have made that determination before the party is aware that a determination has been made.
Lockstep Warder
| AC | HP | Speed | Initiative |
|---|---|---|---|
| 18 | 11 (2d8 + 2) | 30 ft. | +3 (13) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) |
Gear Half-plate harness, Longbow, Longsword, Shield
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Lockstep cadence-language
CR 1/2 (XP 100; PB +2)
The Lockstep Warder has Advantage on an attack roll against a creature if at least one of the Warder's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Melee Attack Roll: +3, reach 5 ft. Hit: 12 (2d10 + 1) Slashing damage.
Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage plus 7 (3d4) Poison damage.
Pack Tactics
Longsword
Longbow
Lockstep Commander
| AC | HP | Speed | Initiative |
|---|---|---|---|
| 17 | 58 (9d8 + 18) | 30 ft. | +4 (14) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) |
Gear Greatsword, Half-plate harness, Longbow
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Lockstep cadence-language
CR 3 (XP 700; PB +2)
While within a 10-foot Emanation originating from the Commander, the Commander and its allies have Advantage on attack rolls and saving throws, provided the Commander doesn't have the Incapacitated condition.
The Lockstep Commander makes two attacks, using Greatsword or Longbow in any combination.
Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.
Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
Aura of Authority
Multiattack
Greatsword
Longbow
Encounter use
Lockstep encounters are a test of whether the party can handle a disciplined formation rather than independent combatants. Place the Commander at the rear and center of the Warder formation. The Aura of Authority affects every Warder within 10 feet -- in a corridor or room of any useful size, this means all of them. The Pack Tactics trait activates automatically once two Warders are adjacent to the same target, which happens as soon as the formation closes. The Longbow's Poison damage is significant for CR 1/2; parties that do not take it seriously will find their members absorbing substantial poison damage before they have closed to melee range. The Commander fights intelligently: it does not move from its position at the center of the formation unless the formation collapses, at which point it falls back to the nearest defensible point and reestablishes. Destroying the Commander drops the Advantage bonus across the entire formation and shifts the encounter's difficulty significantly.
Salvage
The Lockstep maintain detailed supply manifests, which they keep current and which contain accurate information about what they have, where they are resupplying from, and what their operational range is. A recovered manifest is a logistical intelligence document worth considerable money to anyone trying to understand the movement patterns of Lockstep formations in a given region. The toxin the Warders use on their arrows and blades is a refined compound derived from endemic post-collapse fauna; a careful extraction from a recently-fallen Warder's gear yields enough for analysis, and a Sage or Scavenger with the right background can eventually reproduce it.