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Demonic Rabble

Creature 13 (rare) — demon, fiend, troop, unholy

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDdemonfiendunholy

The typical demon throng consists of a chaotic mix of less powerful demons—typically abrikandilus, dretches, and quasits, with a few brimoraks, babaus or other, more powerful demons swept up in the mayhem. This tangled mess of different creatures makes coordinated tactics untenable but, while individual demons in the throng might not be able to fully utilize their abilities, the throng itself makes up for these deficiencies with dangerous options of its own. Demons are legion. Countless example

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +23; darkvision
Languages chthonian, draconic, empyrean; telepathy 100 feet
Skills athletics +25, intimidation +25
Str
+6
Dex
+4
Con
+5
Int
+0
Wis
+4
Cha
+4
AC 33 Fort +25 Ref +21 Will +21 +1 status to all saves vs. magic
HP 260 (16 squares; Thresholds 173 (3 segments), 87 (2 segments))
Weaknesses area-damage 15, cold-iron 15, holy 15, splash-damage 15
Speed 25 feet

Abilities

Telepathy 100 feet (aura, magical) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Form Up — The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can't share its space with other creatures.
+1 Status to All Saves vs. Magic
Frightful Presence (aura, emotion, fear, mental) — 30 feet. DC 30 Will

A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.
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.
Claws, Fangs, and Horns (unholy) — Frequency once per round

Effect The throng rips and tears at each enemy within its squares and within 5 feet (DC 33 Reflex save). Damage depends on the number of actions.

1 Damage 1d10+12 slashing plus 1d6 spirit{1d10+12 slashing plus 1d6 spirit}

2 Damage 2d10+12 slashing plus 1d6 spirit{2d10+12 slashing plus 1d6 spirit}

3 Damage 3d10+12 slashing plus 1d6 spirit{3d10+12 slashing plus 1d6 spirit}
Demonic Tide — A demonic rabble is less organized and more vicious than most troops. They can move into other creatures' spaces, and other creatures can move into their spaces. Their spaces are difficult terrain to non-demon creatures. The first time during a turn that a creature hostile to the throng willingly moves into their space, that creature is subjected to the one-action version of Claws, Fangs, and Horns.
Hurl DebrisFrequency once per round

Effect The throng hurls debris, creating a 10-foot burst within 30 feet (DC 25 Reflex save). When the throng is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Damage depends on the number of actions.

1 Damage 2d10 bludgeoning damage

2 Damage 4d10 bludgeoning damage

3 Damage 6d10 bludgeoning damage
Serenity Vulnerability — A demonic rabble thrives on mayhem, and when members of the throng find themselves facing moments of calm, however brief or temporary, the throng suffers. Whenever the demonic rabble fails a saving throw against an affect that would normally Fascinate, Fatigue, Paralyze, Restrain, or Slow at least four creatures, the troop takes 3d6 mental damage.
Troop Movement — Whenever the rabble Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed.

WORKS WELL WITH

SniperLANDSniper picks off enemies the Rabble's Demonic Tide disrupts, resolving the positioning tension of how to exploit the broken formation.
WeaverLANDWeaver channels enemies into the Rabble's space, solving the numbers tension of getting full value from its area attacks.
FlankerLANDRabble creates difficult terrain and Frightened conditions, resolving the priority tension so the Flanker can reach off-guard targets safely.

PUNISHES

✖ clumping✖ low Will✖ ranged positioning
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #191: The Destiny War.

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