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Stumpfield War Saboteurs

Stumpfield's artists enjoy the chaos of creation, which makes them well suited for the parallel chaos of destruction. Isn't sabotage just another form of art? Stumpfield certainly thinks so, and its denizens are happy to use their creative skills to waylay enemies and ambush parties.

Elite | Normal | Weak
Proficiency without Level

Elite Stumpfield War SaboteursCreature 7

Gargantuan Goblin Humanoid Troop 
Source Pathfinder #222: Hellbreakers pg. 219
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 • Humanoid (Society)
Perception +15
Languages Common, Goblin
Skills Acrobatics +16, Athletics +14, Crafting +14, Deception +10, Stealth +16, Thievery +16
Str +4, Dex +4, Con +3, Int +2, Wis +1, Cha +0
AC 25; Fort +16, Ref +17, Will +14
HP 119; Weaknesses area damage 5, splash damage 5
Troop DefensesDuck, Duck, Loose! [reaction] Trigger The saboteurs are targeted by a Strike or an effect that requires a Reflex save; Effect The saboteurs scramble for the nearest cover. They become slowed 1 but gain standard cover until the beginning of their next turn.
Speed 25 feet; troop movement
Rush and Steal [two-actions] Quickly moving in with grasping hands, the Stumpfield war saboteurs take what they can. The saboteurs Stride up to twice their Speed. During this movement, the saboteurs Interact to pick up an unattended object no larger than 2 Bulk or attempt to Steal an item from a creature they're adjacent to; the goblins can pick up or Steal as many objects as they have remaining segments in any combination.Slapstick Traps [two-actions] Frequency once per minute; Requirements The saboteurs' last action was to successfully Hide; Effect The saboteurs laid down falling obstacles as they move unseen. The saboteurs Sneak twice. Until the beginning of the saboteurs' next turn, any non-ally creature that moves into a square that the saboteurs snuck through takes 5d8 bludgeoning damage (DC 26 basic Reflex save). On a critical failure, the creature also falls prone. Once this trap has been triggered, the rest of the squares the saboteurs snuck through become difficult terrain until a creature spends 1 hour clearing it. Slice and Dice! [one-action] to [three-actions] Frequency once per round; Effect The saboteurs engage in a coordinated melee attack against each enemy in a 5-foot emanation, with a DC 23 basic Reflex save. The damage dealt depends on the number of actions.
[one-action] 1d8 slashing damage
[two-actions] 2d8+5 slashing damage
[three-actions] 2d8+9 slashing damage

All Monsters in "Hellbreaker Troops"

NameLevel
Stumpfield War Chanter Choir7
Stumpfield War Saboteurs6
Swiftrun Clergy6
Umok Beastspeaker Circle7

Hellbreaker Troops

Source Pathfinder #222: Hellbreakers pg. 218
The Hellbreakers League stared with just a few recruits scattered across Isger, performing small acts of rebellion against Cheliax and demonstrations of support for everyday Isgeri. During this Adventure Path, the organization grows to become the center of the revolution, gathering allies from every corner of the country. When the time comes to fully go to war, the Hellbreakers can hopefully count on many Isgeri citizens to rise up and give their all for the cause. The following troops are just four of the many allies that the PCs can recruit for their skirmish encounters against Hellknights and worse.

Sidebar - Advice and Rules Hellbreaker Troops as Enemies

While the four troops presented here are meant to ally with the PCs during this Adventure Path, a GM can find use for them outside of this campaign as enemy combatants. A goblin village could field a choir of war chanters to protect itself or to bolster a raiding party, represented by the war saboteurs. The Swiftrun clergy could easily represent a hostile group that only cares about its own community. The gnome beastspeakers could represent a circle of druids more interested in punishing civilization than protecting nature.

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