Ort Mob

Level 5
Creature· devilGargantuanRemaster
AC 21
HP 75
Speed 20 ft.
Fort +14
Ref +9
Will +11
Perc +9
Size Gargantuan
Common
Immunities fire, mental
Resistances physical 5 (except silver), poison 5
Weaknesses all 5, holy 5, splash damage 5
Senses greater-darkvision
Skills athletics +14
Recall Knowledge religion DC 20

Abilities

Troop Defensesdefensive

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 Movementdefensive

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 Hordeoffensive

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 Clawsoffensive(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

Subservienceoffensive

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. • Hustle The mob gains a +10-foot circumstance bonus to its Speed until the command ends. • Kill The mob moves adjacent to one target singled out by its commander and spends all its available actions to use Grasping Claws until the target is dead or the command ends. The targeted creature takes a –1 circumstance penalty to its Reflex save against Grasping Claws and it takes an additional 1d6 slashing damage from the attack. • Rally The mob moves so that it shares a space with its commander. The commander doesn't treat the mob's spaces as difficult terrain and gains lesser cover while it's in the mob's spaces until the command ends. • Work The mob performs drudge work dictated by its commander.

Description

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.