OGL Mob (People Swarm) Now Template-ish! Zombies! Sharks! Tatonka! Half-Dragons! Eek!

Koewn

Explorer
I hate to give up my very first 2-page post ever, but it was too messy, with half-thought out rules and mechanics spread about. So, anyway, here's a clean post, with more stuff. Enjoy!

MOB

A Mob is a single pool of creatures that act as one. A Mob can be consisted of Small or Medium creatures, and a single mob consists of 30 creatures. The Mob takes up a square 20 ft on a side, but is fluid, and can take any shape of contiguous squares, just lke a swarm. Larger creatures generate larger mobs, as shown below.

A Mob has a reach equal to that of it's constituent creatures. A Mob may also engulf it's target (which simply means to exist in the same space as it's target, no matter the target's size), provoking an AoO. Every time a Mob moves through an enemy-occupied square, it provokes an AoO.

Mobs cannot be tripped, grappled, or bull rushed. A critical hit that would do sufficient damage to eliminate a single constituent creature of the mob "eliminates a Mob member", as detailed below. This elimination stacks; if 4 HP of damage will eliminate a member, and the critical hit deals 12 points, 3 members are eliminated.

Melee attacks from a character with Cleave (or similar feat) or a successful
Vorpal weapon attack (or similar magics) do damage normally, but half their
damage is counted towards Eliminating a Mob Member. Great Gleave (or similar
feats) count their full damage towards Eliminating a Mob Member.

A Mob takes half damage from single-target damage spells, and double damage from area of effect damage spells. Other spells and effects that may disable, disband, or kill a single Mob member will "eliminate a Mob member", as detailed below.

A Mob acts as if it had the Improved Bull Rush and Improved Overrun feats. Once the Mob is dispersed, the single creatures do not retain these feats.

Eliminating a Mob Member: An attack, spell, or effect that would eliminate a Mob member (such as Turn Undead vs a Zombie Mob) will break off the number of singular creatures affected into single creatures (if they are not killed or destroyed). The Mob itself takes 2 negative levels (subtract 2 from it's Hit Die) per HD of the original member (Subtract 4 from the HD of a mob consisting of 2 HD Gnolls). This negative level does not effect the Mob's abilities or attacks in any way. A Mob that reaches 0 HD is dispersed into it's constituent creatures.

Persistant Mob: A Persistant Mob is a Mob that will not halt combat once it has been dispersed, such as mindless undead. A Mob that is reduced to 0 HP is dispersed into 10 singular creatures, placed randomly or at the DM's discretion. A Mob stopped by Hit Die loss is dispersed into 10 creatures, placed randomly or at the DM's discretion.

As a rule of thumb, if detailed information is needed on the status of Mob
members after the mob is dispersed by damage, 10 will be alive, 10
disabled/dying, and 10 dead.


CREATING A MOB

I will not declare this a template, as there are many special cases and
caveats to be decided upon on making a Mob, especially where special attacks are concerned. What follows is my general guidelines, which are almost functionally the same as a template. Do note, if this sort of thing was actually template-able, WoTC would have a Swarm Template rather than just examples.

I'll only list below what should actually change:

Size: A Mob has a 'virtual size' depending on it's component creatures.

Code:
Creature Size	Mob Size	AC Penalty	Grapple Bonus
Small		Gargantuan	-4		+12
Medium		Gargantuan	-4		+12
Large		Colossal	-8		+16
Huge+		Colossal+	(I don't see Colossal+ in the Epic SRD?)

HD: The HD of a Mob is equal to the HD of the original creature times 30. a Mob of 2HD creatures has 60HD. For the remainder of the calculations, we treat the Mob as a 30 HD creature, however.

AC: A mob takes a virtual size penalty to it's Touch AC equal to it's
apparent size, as in the table above.

BAB/Grapple: To calculate a Mob's BAB, advance the base monster by it's type to 30 HD. The Mob gains a Grapple Bonus equal to it's virtual size, as in the table above.

Saves: As the original creature. Some special qualities may aid a Mob's
saves, however.

Attacks: Mob Melee attack simulate many members of the mob attacking a target at once. As such, die sizes usually stay the same, but a multiple of 2 to 4 die are added to the attack. Strength bonus damage is also multiplied. Best judgement must be used.

Special: Attacks requiring Saves A special attack that requires a save
needs to have it's DC adjusted. Recalculate the save DC by advancing the
base creature to 30 HD, taking into account all available ability score increases for each new DC. (Assume for each save with a different base ability score, you may icrease more than one base ability score the maximum amount).

Special: Breath Weapons A breath weapon may be handled in this way: For creatures that gain a fixed number of breaths per day, the mob has that number multiplied by 30. Mob members may combine breath targets/areas - for each breath combined, the save DC goes up by 1, and each additional breath, if it deals damage, adds half it's die to the total damage roll. Creatures who breathe an unlimited amount of time per day, and are limited to a number of rounds per breath, may usually let one quarter of their number breathe per round (after each member has breathed once, depending on DM mood).

Special Mob Qualities:

Pile-On A mob that sucessfully grapples an opponent deals automatic damage each round the opponent is grappled. A mob of Medium creatures can grapple 1 Huge or larger, 2 Large, 8 Medium, 16 Small, or 32 Tiny or smaller creatures at once, and may move and attack other creatures normally while doing so.

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Samples! Please note I haven't historically included the feats, skills, and
other bits of the base monster in these samples. If I've made a calculation error because of it or for whatever reason, let me know. (the biggest thing I usually leave out is Weapon Finesse, the bonus probably isn't in there) Also, I believe I've missed Strength bonuses to attack and grapple in a few places. I'll fix it later.

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Angry Mob of Villagers (AMoV)
Medium Humanoid (Mob)


CR: 8?
HD: 30d8 (120 HP)
Init: +0
Speed: 30 ft
AC: 10 (Touch 6, Flatfooted 10)
Base Attack/Grapple: +25/+37

Attack: Pitchforks and Torches +25 (3d6)
Full Attack: Pitchforks and Torches +25/+20 (3d6)

Saves: Fort +1, Ref +1, Will +10

Abilities: Str 10, Dex 10, Con 10, Wis 10, Int 10, Chr 10
Special Qualities: Torches!, "There it is!", "Let's Git'em!", Pile-on

An Angry Mob of Villagers is often encountered in towns beset by
experimenting (and often mad) wizards and their creations.

Torches!: Half of an AMoV's damage is fire damage from their torches.
"There it is!": An AMoV gains an extra +10 to hit and 3d6 damage
against constructs and aberrations.
"Let's Git'em!": Single humanoids must make a DC 14 Will save or be
caught up in the mob. For every 2 humanoids that join the mob, the mob gains 1
HD (4 HP), +1 Attack, +1 damage.


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Mobbing Pack of Manes (MPoM)
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri, Mob, Persistant)


CR: 10?
HD: 30d8 (120 HP)
Init: +0
Speed: 20 ft
AC: 10 (Touch 6, Flatfooted 10)
Base Attack/Grapple: +30/+42

Attack: Claws +30 (2d6)
Full Attack: 2 Claws +30 (2d4) and Bite +20 (2d6)

Saves: Fort +2, Ref +2, Will -2

Abilities: Str 10, Dex 10, Con 11, Int -, Wis 3, Chr 3
Special Attacks: Death Throes
Special Qualities: DR 3/cold iron or good, darkvision 60ft, immunity to
electricity and poison, mindless, resistance to acid, cold, fire 10, telepathy
100 ft., Persistant Mob, Pile-On

Death Throes: Every attack doing over 10 points of damage kills a
member of the MPoM for every 10 points it does. Everyone within 10 ft of the
killed individuals (DM discretion) takes 1d6 points of acid damage (Reflex DC
10 half) as the body erupts into a cloud of acidic vapor. Every member killed
reduces the MPoM's HD by 2, as per the 'Eliminating a Mob Member' text.

Persistant Mob: A persistant mob continues to fight after dispersed;
see the Mob type entry for details.

Again, thanks to Pants for the converted Manes!

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Horde of Zombies (HoZ)
Medium Undead (Mob, Persistant)


CR: 6?
HD: 30d12 (180 HP)
Init: +0
Speed: 20 ft
AC: 11 (Touch 7, Flatfooted 11)
Base Attack/Grapple: +15/+28

Attack: Slam +15 (2d8+4)
Full Attack: Slam +15 (2d8+4)

Saves: Fort +0, Ref -1, Will +3
Abilities: Str 12, Dex 8, Con -, Int -, Wis 10, Chr 1

Special Attacks: Braaaiinnns!

Special Qualities: DR 5/slashing, Darkvision 60 ft, Undead Traits,
Persistant Mob, Pile-On

Braaaiinns!: A Zombie mob can attack an opponent it has engulfed even if it also moves in the same turn, just like normal Mobs. (individual zombies have the Single Actions Only trait).

Persistant Mob: A persistant mob continues to fight after dispersed;
see the Mob type entry for details.

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Road Bandit Mob (RBM)
Medium Humanoid (Mob)


CR: 12?
HD: 30d8+30 (150 HP)
Init: +1
Speed: 30 ft
AC: 13 (Touch 8, Flatfooted 12)
Base Attack/Grapple: +30/+43

Attack: Swords +30 (3d8+8)
Full Attack: Swords +30 (3d8+8)

Saves: Fort +3, Ref +3, Will +8
Abilities: Str 13, Dex 12, Con 12, Int 10, Wis 10, Chr 11

Special Attacks: Arrow Storm
Special Qualities: Woodland Movement, Pile-On

Arrow Storm: As a full-round attack, the RBM may fire a hail of arrows
at a spot on the battlefield. This attack does 3d6 piercing damage in a 40 ft
radius spread, at a range of up to 100 ft. (DC 15 Reflex save for half).

Woodland Movement: A RBM can move through non-magical foliage at full speed.

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I got me a Rock'n Roll Band:

Medium Earth Elemental Mob (MEEM)
Medium Outsider (Mob, Extraplanar, Earth)


CR: A Lot.
HD: 120d8+360 (840 HP)
Init: -1
Speed: 20 ft
AC: 18 (-1 Dex, +9 Natural), touch 8, flatfooted 18
BAB/Grapple: +22/+40

Attack: Slam +22 Melee 4d8+10
Full Attack: Slam +22 Melee 4d8+10

Saves: Fort +7, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Special Attacks: Earth Mastery, Push, Grind
Special Qualities: Elemental Traits. Darkvision 60, Earth Glide

No-one knows what occasionally causes elementals to band together into such a cohesive unit, but it may be a mystery better left alone, as even the smallest of elementals are a force to be reckoned with when moving as one.

Earth Mastery, Push, Earth Glide: As stated in the SRD.

Grind: Being caught in a mass of moving, grinding, writhing, live earth
is a terrible thing. If an opponent is engulfed by a MEEM and successfully
Grappled, they take double damage automatically each round until free.

Fire Elementals would have the Immolate ability just like this, Water
Elementals the Drown, and Air Elementals Tornado. The Air needs a better name.

This'd be a heck of an Epic Level Summon.


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Special Powers example. You'll note the idea of Mobs starts to fall down
when you involve medium-HD creatures with special powers. But, such is
life.


Unhappy Medusa Mob (UMM)
Medium Monstrous Humanoid (Mob)


CR: Too much.
HD: 180d8+180 ( 900 HP)
Init: +2
Speed: 30 ft
AC: 15 (+2 Dex, +3 Natural), touch 8, flatfooted 13
BAB/Grapple: +30/+42

Attack: Dagger +32 (1d4) or Snakes +27 (1d4 plus poison)
Full Attack: Dagger +32/+27 (1d4), Snakes +27 (1d4 plus poison)

Saves: Fort +3, Ref +7, Will +6
Abilities: Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15

Special Attacks: Petrifying Gaze, Poison, Arrow Storm
Special Qualities: Darkvision 60ft

What dark power caused these medusa to band together into a cohesive unit of snaky, stony doom? A question best left unanswered.

Petrifying Gaze: Turn to stone permanantly, 30 ft, Fort DC 30 negates.
Charisma-based.

Poison: Injury, Fort DC 29 , initial damage 1d6 Str, secondary 2d6 Str.
Constitution-based.

Don't get bit is my recommendation. Assuming you're not already stone.

Arrow Storm: As a full-round attack, the UMM may fire a hail of arrows
at a spot on the battlefield. This attack does 3d6 piercing damage in a 40 ft
radius spread, at a range of up to 100 ft. (DC 18 Reflex save for half).

This could be done better, I just copied the Bandits above for now

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More special powers. Half-dragons, with breath. I don't like the mechanic,
but, I'm trying to keep it ... real, for lack of a better word. Breathers
limited by round-duration I'd say can breathe a quarter of their allowed dice
per round. It's quite dangerous.


Red Half-Dragon Skirmishers (RHDS)
Medium Dragon (Mob)


The Bandit Mob above got Half-Dragonized! The breath weapon mechanic is the important part of the example.

CR: 12?+2
HD: 30d8+60 (180 HP)
Init: +1
Speed: 30 ft
AC: 17 (+2 Leather, +1 Dex, +4 Natural) (Touch 7, Flatfooted 12)
Base Attack/Grapple: +30/+47

Attack: Swords +35 (3d8+8) or Claw +35 2d4+5 or Bite +30? 2d6+?
Full Attack: Swords +35 (3d8+8) and (Bite +30? 2d6+? OR Claw +30
2d4+5?)

Saves: Fort +4, Ref +3, Will +8
Abilities: Str 21, Dex 12, Con 14, Int 12, Wis 10, Chr 13

Special Attacks: Fire Storm, Arrow Storm
Special Qualities: Darkvision 60ft

Fire Storm: A Mob of half-dragons has 30 breath weapon attacks (30 ft cone of fire, Rflx DC 12, 6d8 damage) available to it per day, if the mob is at full membership. Each round, any number of targets within range may be targetted with breath attacks.

Mob members should, in general, be in range of their target. In this Mob, any
creature within 5 ft of the Mob is available for targeting by the entire Mob.

The RHDS may use multiple breath attacks on multiple targets in a single
round. For every additional breath weapon attack used on a single target (or
area, in the case of a cone) the save DC increases by 1. If the weapon deals
die damage, each additional breath weapon adds half it's normal die amount to that damage.

For example: An RHDS targets one creature with multiple breath weapons. 12 mob members contribute. The new Save DC for the combined breath weapon is 24, and it deals (6d8 + (11 * 3d8)) 39d8 damage. The RHDS now has 18 breath attacks left on the day.


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Buffalo Stampede! (BS!)
Large Animal (Colossal Mob)


Tatonka. This is a Colossal Mob, taking up 30 ft on a side. Yea, that's a
lot of buffalo in a small space. These are just the Bison stats from the
SRD.


CR: Ouch!
HD: 150d8+90 ( 690 HP )
Init: +0
Speed: 40 ft
AC: 13 (-1 Size, +4 Natural) (Touch 1, Flatfooted 13)
Base Attack/Grapple: +22/+44

Attack: Gore +22 (3d8+18)
Full Attack: Gore +22 (3d8+18)

Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Chr 4

Special Attacks: Stampede

Thousands of buffalo roam the grassy plains; and; often they're running. Woe
betide those caught in their path.

Stampede: Any creature Large or smaller engulfed by a buffalo stampede moving at double speed or more is caught in the stampede, which deals 6d12 damage, Reflex Save DC 33. This damage is reduced by 1d12 for every 5 HD lost.

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Snake Pit (SP)
Medium Animal (Mob)


Snakes. It had to be snakes. They're both Constrictors and Vipers, cause,
why not?


CR: 15+?
HD: 60d8+30 ( 270 HP )
Init: +3
Speed: 20 ft, Swim 20ft, Climb 20ft
AC: 16 (+3 Dex, +3 Natural) (Touch 7, Flatfooted 13)
Base Attack/Grapple: +22/+27

Attack: Bite +25 (1d3+3) plus Poison
Full Attack: Bite +25 (1d3+3) plus Poison

Saves: Fort +7, Ref +4, Will +1
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Chr 2

Special Attacks: Poison, Constriction

In the deepest pits of the darkest jungle temples, priests of reptilian gods
cultivate the worst sorts of vipers.

Poison: 1d6 initial Con, 1d6 secondary Con. Fort DC 33.

Constriction: A creature successfully grappled by a Snake Pit automatically
takes 4d8+12 points of damage each round grappled.

---

School of Sharks (SoS)
Medium Animal (Mob, Persistant)


You're going to need a bigger boat.

CR: 5x+pi
HD: 90d8+90 ( 450 HP )
Init: +2
Speed: Swim 60ft
AC: 15 (+2 Dex, +3 Natural) (Touch 8, Flatfooted 13)
Base Attack/Grapple: +22/+23

Attack: Bite +24 (4d6+8)
Full Attack: Bite +24 (4d6+8)

Saves: Fort +4, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Chr 2

Special Attacks: Blood Frenzy

In the depths of the oceans and the Elemental Plane of Water, these perfect
eating machines sometimes, through some fell instinct, band together for the
hunt. It never lasts long, however..their first meal is often their last.

Blood Frenzy: Whenever any creature engulfed by the SoS takes damage, the next round the SoS enters a Blood Frenzy. Much like a Rage, the SoS gains +8 Str, +8 Con, a +4 bonus to Will Saves, and takes a -2 penalty to AC.

However, each round the SoS is in the Frenzy, it loses a member (just as the
Eliminating a Mob Member mechanic) - the frenzied sharks bite wildly, often at
their own. The Frenzy lasts until the mob is dispersed by HD or HP loss. (for
a maximum of 30 rounds) The SoS is a persistant mob, and the singular sharks left after the mob is dispersed still operate under the Blood Frenzy.

Opponents engulfed by the SoS automatically take 4d8+12 points of damage per round (this takes into account the Blood Frenzy bonus). The cloud of blood released into the water grants concealment, as if an Obscuring Mist was centered at the center of the SoS.

Remember to treat the SoS as a three-dimensional space, with height, width,
and depth, 20 ft on a side.

Persistant Mob: A persistant mob continues to fight after dispersed;
see the Mob type entry for details.

---

This is based off my own 'Crebain' stat (the big crows in LoTR that
encounter the Fellowship; sent from Saruman). It's basically a slightly modified SRD Eagle, with Speak Language. It's an Augmented Animal rather than a Magical Beast, as I wanted Druids to have power over them.


Observing Flock of Crebain (OFoC)
Small Animal (Augmented, Mob)


Do you happen to have a pair of birds that are...just friendly? (is
that too obscure?)

CR: Meh.
HD: 30d8 ( 120 HP )
Init: +2
Speed: Fly 50ft (average)
AC: 14 (+2 Dex, +1 Natural, +1 Size) (Touch 9, Flatfooted 12)
Base Attack/Grapple: +22/+21

Attack: Talons +21 (3d4)
Full Attack: 2 Talons +21 (3d4) and Bite +16 (3d4)

Instead of applying the negative Str modifier to damage, I just dropped a
die.


Saves: Fort +3, Ref +4, Will +3
Abilities: Str 8, Dex 15, Con 12, Int 6, Wis 16, Chr 8

Special Attacks: Clouding
Special Qualities: Comprehend Languages

These flocks of large, crow-like birds are often found chasing halflings with
rings.

Clouding: Any creature or object engulfed by the OFoC has concealment.

Comprehend Languages: While most singular crebain can only understand and read one language, when they flock together, the flock almost always contain crebain who understand different languages. The flock operates as if it was under a Comprehend Languages spell (without having to touch it's target).

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So, there we are for now.

Thanks! Let me know if you use any of this, and how it goes.

Koewn
 

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I love it! Your work really paid off, and it shows! I'll definitely use the crebian mob as a modified flock of birds that surrounds the phoenix the PCs in my Egyptian campaign will meet. I don't think birds (even crebians ) should have the pile-on ability - it just doesn't fit. As for the concealment ability, I also would add the effects of a duststorm to obscuring vision and drowning out noise. Also, casting spells within a crebian mob must be very difficult, requiring a Concentration check.

Thanks again and Cheers!
 

Quickleaf said:
I love it!

*joy* Thanks.

Quickleaf said:
I don't think birds (even crebians ) should have the pile-on ability - it just doesn't fit.

How come? All pile on is is automatic damage when they're grappling. If the Crebain Flock decides to grapple an opponent, that's the clawing, biting, scratching, flapping damage all those birds can do, when they grab on to your clothes, and poke out your eyes. Like the movie. (The Birds) Single birds can 'grapple'. They're just not at all good at it.

Quickleaf said:
As for the concealment ability, I also would add the effects of a duststorm to obscuring vision and drowning out noise. Also, casting spells within a crebian mob must be very difficult, requiring a Concentration check.

I like the noise bit. That's good flavor. Didn't even think to look under weather effects for that. There should probably be some verbage in the Mob Type Template that says you're treated as under the effects of 'Violent Motion' (DC 15 + level) for casting when you're in a mob.

Thanks!

Koewn
 

Ok, I agree!

Yeah, when you mentioned the birds, that made sense. I agree with you, they should have the pile on damage. Just needed to visualize it .
 

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