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Deluded Mob

Pulled astray by lies, bribes, and propaganda, these desperate people are convinced to fight on their behalf of utter villains. Conspiracists, propagandists, masterminds, despots, and more take advantage of these mobs.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Deluded MobCreature 4

Gargantuan Human Humanoid Troop 
Source NPC Core pg. 155
Perception +7
Languages Common
Skills Athletics +12, Conspiracy Lore +6, Intimidation +9
Str +6, Dex +1, Con +4, Int +0, Wis -1, Cha +1
Irrational The deluded mob is severely disconnected from reality. Diplomacy checks to Make an Impression or otherwise sway their worldview automatically fail.
AC 19; Fort +12, Ref +9, Will +7; victim complex
HP 75 (4 segments); Thresholds 50 (12 squares), 25 (8 squares); Weaknesses area damage 5, splash damage 5
Troop Defenses Victim Complex As they lose members, the deluded mob takes the opposition against them as proof that they're right, bolstering their resolve. The deluded mob gains a +2 circumstance bonus to Will saves at 50 or fewer Hit Points, or a +4 circumstance bonus at 25 HP or fewer.
Speed 25 feet; troop movement
Flail Desperately [one-action] to [three-actions] Frequency once per round; Effect The deluded mob uses their fists, wooden planks, and anything else they can pick up to attack each enemy in a 5-foot emanation with fervor, if not coordination (DC 18 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d8 piercing or bludgeoning damage
[two-actions] 1d8+6 piercing or bludgeoning damage
[three-actions] 2d8+6 piercing or bludgeoning damage
Surrounded When they feel cornered, the mob lashes out more recklessly. While the deluded mob is flanked, Flail Desperately and Throw Detritus are DC 17 and deal an additional 2 damage per action spent on the activity.Throw Detritus [two-actions] The deluded mob hurls detritus in a 10-foot burst within 30 feet that deals 2d8 bludgeoning damage with a DC 18 basic Reflex save. When the mob is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.