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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Penitent Mob

A mass of self-punishing zealots pointed at the wrong target.

Threat File — Penitent Mob

TR 4 · Renegade Imperials and Imperial Adversaries
ImperialFaithHordeStat Block Priority: Medium
Penitent MobTR 4Human, Horde · Horde
ImperialFaithHorde
Defense 10 · Vitality 50 · Move 20 ft. · Initiative -1
STR +2AGI -1TGH +2INT -2WIL +2PRS -1
// Traits

Sea of Flesh. The mob occupies and blocks zones. Moving through the mob costs double Movement and risks being dragged down at GM discretion.

Pain Is Prayer. The mob ignores Suppression and fear while a preacher, icon, or vision guides it.

Mass Attrition. The mob takes double damage from area effects and attacks that strike multiple targets. Below half Vitality, its Crush of Bodies loses one damage die as the mass thins.

// Actions

Crush of Bodies. Melee Attack: +4 to hit, reach 5 ft., every enemy in contact with the mob's edge. Hit: 2d6 + 2 bludgeoning damage.

Drag Under. One target engaged with the mob makes a Strength or Agility Save DC 12 or is Pinned inside the mob until it breaks free with a Strength check DC 12, taking 1d6 bludgeoning damage at the start of each of its turns while held.

Morale: Does not make Morale checks while its guiding voice lives; scatters into weeping individuals when that voice dies or recants.

Tactics: Move the mob like slow terrain with intent — cutting escape routes, flooding chokepoints, forcing the party toward the real threat. Its weakness is the voice that aims it; silence, discredit, or kill the preacher and the weapon dissolves. Slaughtering penitents wholesale should cost the party standing and sleep.

Loot / Evidence / Hooks: Nothing worth taking except the preacher's icon at its heart — proof of who aimed the flood.

Enemy Dossier

GM Reference

A Penitent Mob is a mass of self-punishing sinners seeking absolution through pain — theirs, and whoever a trusted voice points them at. It is a flood of scourged flesh that feels no individual fear.

// Battlefield Use

Use this enemy to fill streets and shrine-approaches with a moving wall of bodies the party cannot ethically machine-gun.

// Threat Profile

Threat Profile: Horde unit — large pooled Vitality, slow crushing melee pressure, immune to normal morale while its guiding voice lives, collapses when leaderless.

// Signature Traits

Sea of Flesh. Occupies and blocks zones; moving through the mob costs double and risks being dragged down.

Pain Is Prayer. The mob ignores Suppression and fear while a preacher, icon, or vision guides it.

Damage Falloff. Below half Vitality, its attacks lose a damage die as the mass thins.

// Signature Actions

Crush of Bodies. Melee attack against every enemy in contact with the mob's edge.

Drag Under. One engaged target makes a Strength or Agility Save or is Pinned inside the mob until it breaks free.

Morale: Does not check Morale while its guiding voice lives; scatters into weeping individuals when that voice dies or recants.

Tactics: Move the mob like slow terrain with intent — cutting escape routes, flooding chokepoints, forcing the party toward the real threat. Its weakness is the voice that aims it; silence, discredit, or kill the preacher and the weapon dissolves. Slaughtering penitents wholesale should cost the party standing and sleep.

// Variants
Flagellant Vanguard MobCult-Hijacked Penitent MobTorch-Bearing Night ProcessionPenitent Mob with Arco-Flagellant Core

Full Stat Block Priority: Medium

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