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Umok Beastspeaker Circle

The gnomes of Umok have a reticence to fire after the pyrrhic wildfire that razed the Chitterwood during the Goblinblood Wars. To help protect their home from unwanted arson, many gnomes of Umok have learned to communicate with animals, whose instincts can quickly sniff out unauthorized smoke or flame. The two groups work together to keep the town safe, with the animals serving as an early-warning system when threats approach.

Several Umok beastspeakers have joined the war effort, harnessing their primal magic and their connection with animals against the armies of Cheliax. Their powerful magics are used to summon beasts of the wild to defend Isger from forces that threaten the peace of their home, pitting primal power against fiends.

Elite | Normal | Weak
Proficiency without Level

Umok Beastspeaker CircleCreature 7

Gargantuan Gnome Humanoid Troop 
Source Pathfinder #222: Hellbreakers pg. 221
Recall Knowledge DC 23 • Humanoid (Society)
Perception +16; low-light vision
Languages Common, Gnomish
Skills Diplomacy +15, Medicine +17, Nature +17, Stealth +15, Survival +17
Str +1, Dex +2, Con +4, Int +0, Wis +6, Cha +2
Animal Empathy The beastspeaker circle can ask questions of, receive answers from, and use the Diplomacy skill with animals.
AC 24; Fort +15, Ref +12, Will +18
HP 120 (4 segments); Weaknesses area damage 10, splash damage 10
Troop Defenses
Speed 25 feet; troop movement
Primal Prepared Spells DC 25; 4th hydraulic torrent, weapon storm; 3rd mad monkeys, wall of wind; 2nd animal messenger, pummeling rubble, speak with animals; 1st gust of wind, pummeling rubble, thunderstrike; Cantrips (4th) gouging claw, light, vitality lash
Muster Animals [two-actions] (primal) The beastspeakers summon a group of wild animals to attack all creatures in a 10-foot burst within 60 feet. The animals deal 3d8 slashing damage (DC 22 basic Reflex save). When the beastspeaker circle is reduced to 2 segments, this area decreases to a 5-foot burst.Staff Assault [one-action] to [three-actions] Frequency once per round; Effect The beastspeakers grip their staves with two hands and attack all enemies in a 5-foot emanation, with a DC 22 basic Reflex save. The amount of damage depends on the number of actions used.
[one-action] 1d8+1 bludgeoning damage
[two-actions] 2d8+6 bludgeoning damage
[three-actions] 2d8+10 bludgeoning damage
Troop Spellcasting When the beastspeaker circle Casts a Spell, the individual members combine their efforts into casting a more powerful version than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

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

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