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Lexicanum

Poxwalker Mob

A mass of infected bodies that turns contact into attrition.

Threat File — Poxwalker Mob

TR 4 · Chaos God-Aligned Cults
NurgleHordeDiseaseStat Block Priority: Medium
Poxwalker MobTR 4Human, Horde · Horde
NurgleHordeDisease
Defense 9 · Vitality 70 · Move 20 ft. · Initiative -1
STR +2AGI -1TGH +3INT -4WIL +0PRS -4

Saves: Toughness +5

Senses: Tracks living sound within 60 feet, even without sight

// Traits

The Tide. The mob occupies and fills its entire space, which is difficult terrain for enemies. It presses through Light Cover by sheer weight; its front is wherever its Vitality says it is.

Contagious Mass. A creature that ends its turn adjacent to or inside the mob makes a Toughness Save DC 12 or takes 1d4 toxic damage and contracts the walking pox on a critical failure.

Falling Apart. The mob takes double damage from area effects, flame, and blast weapons. Below half Vitality its Engulfing Press deals 1d6 + 1 damage instead, and at 10 Vitality or less it collapses into 1d4 individual poxwalkers.

// Actions

Engulfing Press. Melee Attack: +4 to hit, reach 5 ft., every enemy within reach of the mob. Hit: 2d6 + 1 bludgeoning damage, and the target makes an Agility Save DC 12 or is dragged 5 feet into the mass and Grappled (escape DC 12).

Grinding Advance. The mob moves its full Movement regardless of difficult terrain, Fire Lanes, or losses. A creature in its path must give ground or make an Agility Save DC 12, falling Prone and being passed over on a failure.

Morale: Does not make Morale checks. It advances until destroyed, or until nothing living remains ahead of it.

Tactics: Run it as a moving wall with a timer attached — the party plans around its arrival, not its tactics. Heavy weapons, flame, and chokepoints are the honest answers; melee heroics feed it. A preacher or bell nearby can steer it, which turns a hazard into an aimed weapon.

Loot / Evidence / Hooks: Nothing. What the tide carried, the tide ruined.

Enemy Dossier

GM Reference

A Poxwalker Mob is a mass of infected bodies moving as one slow, wet tide. It turns contact into attrition and corridors into arithmetic — the question is never whether it can be stopped, but whether it can be stopped here.

// Battlefield Use

Use this threat when the party must hold, cross, or clear ground against a pressure that never checks morale and never stops coming.

// Threat Profile

High horde Vitality, slow inexorable advance, disease on contact, damage falloff as it thins, immune to fear and Suppression.

// Signature Traits

The Tide. Occupies and fills space; the mob's front is wherever its Vitality says it is, and it presses through Light Cover by weight.

Contagious Mass. Any creature that ends its turn adjacent to or inside the mob risks disease exposure.

Falling Apart. Below half Vitality its damage drops a die; at low Vitality it collapses into scattered individual walkers.

// Signature Actions

Engulfing Press. The mob attacks everything at its front; those hit save against being dragged into the mass.

Grinding Advance. Moves its full pace regardless of terrain, fire, or losses.

Morale: None; it advances until destroyed or until nothing living remains ahead of it.

Tactics: Run it as a moving wall with a timer attached — the party plans around its arrival, not its tactics. Heavy weapons, flame, and chokepoints are the honest answers; melee heroics feed it. A preacher or bell nearby can steer it, which turns a hazard into an aimed weapon.

// Variants
Sewer-Bloomed Mob (emerges mid-fight)Bell-Led Procession (steered)Bloated Core Mob (bursts when broken)Quarantine Breach (objective: contain, not kill)

Full Stat Block Priority: Medium

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