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Hadi Mob

Creature 15 (rare) — humanoid, ratfolk, troop

Pre-Remaster content. May include legacy alignment.

CrasherWeaverLANDVERTICAL

aemons, including leukodaemons, once ruled over part of the fallen city of Kho. While they did, they created the first hadis. Hadis look more fiendish and sinister than typical ratfolk. In hadi society, those who foster and cultivate blights and sickness are alchemists known as "tafens". Others, known as "rajwans," focus their training on brutal combat and barbarian rages. Individually, most hadis are no match for a high level group, but when confronted in their lair, they can gather together

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

Perception +25; darkvision
Languages common, daemonic; ratspeak
Skills athletics +27 (+29 to Climb or Swim), stealth +29
Str
+6
Dex
+8
Con
+6
Int
+4
Wis
+4
Cha
+2
AC 37 Fort +27 Ref +29 Will +23
HP 270 ((16 squares); Thresholds 180 (3 segments), 90 (2 segments))
Weaknesses area-damage 15, splash-damage 10
Speed 25 feet, climb 10 feet

Abilities

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.
Ratspeak — A hadi mob can communicate with rodents.
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.
Gnaw and Chew — 1 to 3

Frequency once per round

Effect the hadi mob bites and tears into the flesh of each enemy adjacent to the troop (DC 33 Reflex save). The damage depends on the number of actions.

1 2d8+8 slashing damage plus hadi pestilence

2 4d8+12 slashing damage plus hadi pestilence

3 6d8+12 slashing damage plus hadi pestilence
Hadi Pestilence (disease, divine, evil) — This daemonic disease turns the victim into a hadi.

Saving Throw DC 19 Fortitude

Stage 1 carrier (1 day)

Stage 2 Sickened 1 (1 day)

Stage 3 Drained 1 (1 day)

Stage 4 Drained 2 (1 day)

Stage 5 Drained 3 (1 week)

Stage 6 transform into a hadi (1 year). For a PC, the best way to model this is to replace ancestry Hit Points, size, Speeds, ability boosts, ability flaws, traits, and special abilities with those of the ratfolk ancestry. The character loses previous ancestry feats, selecting replacements from the ratfolk ancestry.
Troop Movement — Whenever the hadi mob 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. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.

WORKS WELL WITH

AnvilLAND / VERTICALA durable frontliner prevents enemies from escaping the mob's Gnaw and Chew radius.
SniperLAND / VERTICALRanged damage dealers strike safely while the mob occupies and degrades enemy positioning.
MenderLAND / VERTICALSustained healing offsets the troop's inherent vulnerability to area and splash damage.

PUNISHES

✖ clumping✖ melee reliance
same-role stacking compounds area damage weakness
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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