All Creatures
Abilities | Monsters | NPCs


Stumpfield War Chanter Choir

The goblin artists of Stumpfield love a good song, as most goblins do. While they aren't primarily warriors, these goblins have taken up their dogslicers to fight for the liberation of Isger. Their main advantage as a troop asset in skirmish encounters, though, is their ability to bolster their allies and flummox their enemies with their chants.

Elite | Normal | Weak
Proficiency without Level

Stumpfield War Chanter ChoirCreature 7

Gargantuan Goblin Humanoid Troop 
Source Pathfinder #222: Hellbreakers pg. 218
Recall Knowledge DC 23 • Humanoid (Society)
Perception +7; darkvision
Languages Common, Goblin
Skills Acrobatics +6, Deception +10, Occultism +8, Performance +10, Stealth +6
Str +2, Dex +4, Con +2, Int +2, Wis +1, Cha +6
AC 17; Fort +5, Ref +9, Will +7
HP 120 (4 segments); Weaknesses area damage 10, splash damage 10
In Our Wake, Hell Will Break! (auditory, aura, emotion, mental) 30 feet. The war chanters constantly sing and cheer to spur their Hellbreaker allies. Each allied creature in the aura gains a +1 circumstance bonus to saving throws against mental effects.Troop Defenses
Speed 25 feet; troop movement
Occult Spontaneous Spells DC 18, attack +10; 4th confusion, whispers of the void (2 slots); 3rd haste, shatter, slow (3 slots); 2nd dispel magic, laughing fit, shatter (3 slots); 1st bless, signal skyrocket, soothe (3 slots); Cantrips (4th) eat fire, figment, message, telekinetic hand, telekinetic projectile
Goblins Slice and Goblins Dice! [one-action] to [three-actions] Frequency once per round; Effect The war chanters swing their dogslicers, attacking each enemy in a 5-foot emanation, with a DC 15 basic Reflex save. The damage dealt depends on the number of actions.
[one-action] 1d6+2 slashing damage
[two-actions] 2d6+8 slashing damage
[three-actions] 3d6+11 slashing damage
Hark! The Goblin Chanters Sing! [two-actions] (auditory, concentrate, mental) The war chanters break out into a familiar song with unfamiliar rhyme. A number of enemies equal to the troop's current number of segments within 30 feet must attempt a DC 18 Will save. Regardless of the outcome, a target becomes temporarily immune to this ability for 1 minute. On a failure, the target is stupefied 1 for 1 round as they get distracted by the war chanters' rhymes (stupefied 2 on a critical failure).

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.

Shelyn's Corner

×