Ghostly Mob

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Ghostly Mob is a Level 8 creature, with Armor Class 25 and 105 hit points. This spectral gathering consists of numerous restless spirits bound to the site of their collective demise.

Ghostly Mob, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Hit Points: 105 (rejuvenation, void healing, Thresholds 70 (3 segments), 35 (2 segments)) Site Bound. A ghostly mob can stray no farther than 240 feet from where its members were killed. Rejuvenation (divine). When a ghostly mob is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghostly mob can be permanently destroyed only if someone sets right whatever prevents the troop from resting. Troop Defenses. Thresholds 70 (3 segments), 35 (2 segments). Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect. Troop Movement. Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place. Clutching Hands (1 action). (1 action) to (3 actions). Frequency once per round. Effect The troop attacks enemies in a 5-foot emanation, with a DC 23 basic Reflex save. The damage depends on the number of actions. (1 action) 1d6+3 void damage (2 actions) 3d6+6 void damage (3 actions) 4d6+9 void damage Frightful Chorus (2 actions) (auditory, divine, emotion, fear, mental). The ghostly mob howls in anguish, sharing the pain of their death with any living creature that can hear them. This painful wailing forces each living creature in a 30-foot emanation to attempt a DC 26 Will save or become Frightened 2 (Frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute.

Common Questions

How much HP does a Ghostly Mob have?

105 hit points.

What level is a Ghostly Mob?

Level 8.

What is a Ghostly Mob's Armor Class?

AC 25.

How fast can a Ghostly Mob move?

Speed 25 ft., troop movement.

Use Ghostly Mob at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Ghostly Mob into a ZapGM campaign and customize it further.

License

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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