Armed to the teeth with whatever tools or other implents were near at hand, this mob of unruly commoners stands ready to oppose whatever monsters, bandits, tax-men, or adventurers have come to their village or neighborhood. They may stand little chance of success, but when hearth and home are threatened, it becomes every man's duty to stand and fight. | |
Perception | +7 |
Languages | Common |
Skills | Athletics +8, Intimidation +5, Settlement Lore +3 |
STR +4 , DEX +0 , CON +3 , INT +0 , WIS +1 , CHA +1 | |
AC | 13 |
Saving Throws | Fort +9, Ref +4, Will +9 |
HP | 24 (16 squares), 16 (12 squares), 8 (8 squares) - Weaknesses area damage 5, splash damage 2 - Resistances Troop Defenses (Bestiary 3, pg 306) |
Speed | 25 ft |
Special Abilities | Form Up [1 action]: Bestiary 3, pg. 305. Let 'Em Have It! [2 actions]: The rabble load their slings, or pick up large stones and other debris, and launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 50 feet that deals 1d6+2 bludgeoning damage (DC 14 basic Reflex save). When the rabble is reduced to 8 squares or fewer, this area decreases to a 5-foot burst. Get 'Em, Boys! [1 to 3 actions; frequency: once per round]: The rabble lashes out, in a semi-coordinated manner, against each enemy within 5 feet, with a DC 14 basic Reflex save. The damage depends on the number of actions used. 1 action: 1d8 bludgeoning, piercing, or slashing damage; 2 actions: 1d8+4 bludgeoning, piercing, or slashing damage; 3 actions: 1d8+6 bludgeoning, piercing, or slashing damage. Troop Movement: Whenever the rabble Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its speed. This works just like a Gargantuan creature moving; for instance, if any square of the rabble enters difficult terrain, the extra movement cost applies to the whole rabble. |