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Ort MobCreature 5


Gargantuan​Devil​Fiend​Mindless​Troop​Unholy​
Source Pathfinder Lost Omens Hellfire Dispatches
Perception +9 (greater darkvision)
Languages none
Skills Athletics +14
Str +5, Dex +0, Con +3, Int -5, Wis +2, Cha -3

AC 21; Fort +14; Reflex +9; Will +11;
HP 75
Speed 20 feet
Immunities fire, mental
Weaknesses All Damage 5, Holy 5, Splash Damage 5
Resistances Physical 5, Poison 5

Troop Defenses

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 Movement

Whenever 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.

Faceless Horde

An ort mob is less organized than most troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures.

Grasping Claws One Action (magical, unholy)

1 to 3

Frequency once per round


Effect The ort mob claws at all enemies in a 5-foot emanation (DC 19 reflex save). The damage depends on the number of actions.

1 (1d6+1) slashing damage

2 (2d6+5) slashing damage

3 (3d6+6) slashing damage

Subservience

An ort mob can be commandeered by any non-ort devil within 60 feet of it with a single action, which has the auditory and concentrate traits. The devil picks one of the following commands, and the ort mob follows it to the best of their ability. The command and its effects end once the commander is out of the mob's sight or when a new command is issued by the same or another devil.


Pathetic masses of quivering flesh crafted from the souls of the damned, orts are the least of devilkind, making them the perfect cannon fodder for more powerful devils and mortal diabolists alike.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Devil

A family of fiends from Hell, most devils are irredeemably unholy. They typically have greater darkvision, immunity to fire, telepathy, and weakness to holy.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Troop

A 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.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.