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3e: Which book contains the mob rules?
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<blockquote data-quote="Empirate" data-source="post: 5982651" data-attributes="member: 78958"><p>Cityscape has stat blocks for mobs, and for children mobs (rather scary, that...). That said, there's no real rules for mobs in that book, such as Oslecamo's template or similar. The stat blocks did inpsire me to try my own hand at a template to represent "units", large groups of individually weak soldiers. I used this for my adaptation of the Red Hand of Doom campaign, to the bewilderment of my players. I'll copy-paste it in here for your enjoyment:</p><p></p><p></p><p></p><p></p><p style="text-align: center"><p style="text-align: center"><strong><u>Units</u></strong></p> </p><p> The <strong>Unit template</strong> is an acquired template that can be added to any small, medium-sized, or large Humanoid, Monstrous Humanoid, Undead, or Giant with an Intelligence score of 4 or more and non-chaotic alignment (called the base creature).</p><p> Units consist of many creatures of the same type, class, level, general equipment, spells memorized etc. Individual creatures with a different class, level or equipment within a unit don’t change its stats. If there are several such creatures present, it is better to model them as individuals, or as a separate unit.</p><p> Units function like Swarms in many ways: they’re made up of several individual creatures, but act as if they were only one creature in combat, they’re shapeable, and have some immunities and vulnerabilities based on their nature. Unlike Swarms, Units can be modeled as a template.</p><p> </p><p> Units must be made up of at least 10 constituent creatures. They receive one-half the constituent creatures’ HD combined (round down). For every level of Strengthening (doubling of the number of constituent creatures: 20, 40, 80, etc.), the Unit receives this number of HD again.</p><p> </p><p> <strong>Size and Type</strong>: Size is based on the number of constituent creatures: small and medium-sized creatures make up large Units at the minimum (at 10 members), while large creatures make up at least huge Units. For each level of Strengthening, the Unit’s size increases by one further step, up to colossal. So a unit of 10 Humans or Goblins is large, 20 are huge, 40 are gargantuan, and 80 are colossal. A unit of Ogres cannot be bigger than 40 individuals. Larger numbers of combatants must be modeled as several Units. Units can share their space with other creatures, and the area they take up is shapeable. The Type remains that of the base creature, and the Unit gains the (Unit) Subtype.</p><p> <strong>Speed</strong>: Unchanged. A Unit cannot run, although it can charge.</p><p> <strong>Armor Class</strong>: A Unit retains the base creatures’ AC, modified by size. It receives a +2 NA bonus, plus a further +2 NA bonus per level of Strenghtening.</p><p> <strong>Attack/Full Attack</strong>: A Unit loses the base creatures’ attacks and has a Unit attack instead. The Unit attack deals automatic damage to every creature that shares the Unit’s space, and to all creatures within the Unit’s threatened area. If the Unit is armed with ranged weapons, it can deploy its Unit attack at range to affect a (shapeable) area half as big as the Unit itself. In this case, it does not threaten an area (not even the area it takes up itself) for the round. All creatures in the targeted area take Unit damage, but may attempt a Reflex save (DC 10+1/2 Unit’s HD+Unit’s Dex mod) for half damage. A Unit armed with melee weapons and another armed with ranged weapons can work together and intermingle, however.</p><p> A Unit’s base attack bonus is that of a single base creature. Its grapple modifier is modified by size, and it receives a special +4 modifier to grapple checks.</p><p> <strong>Damage</strong>: The Unit attack does the same damage as a single base creature’s attack does, but the damage dice rolled are modified by size. For example, a Unit of 40 Goblins armed with Shortbows (1d4 base damage) does 3d6 damage with its Unit attack, while a Unit of 20 strong Humans armed with magical Greatswords (2d6+5 base damage) does 4d6+5 damage with its Unit attack.</p><p> <strong>Special Attacks</strong>: If the base creatures have a special attack, this can be used as an immediate action 1/round, plus another 1/round for every level of Strengthening. It can also be used twice this number of times as a standard action. Keep track of the total number of times special attacks limited in use have been employed.</p><p> </p><p> </p><p> <strong>Special Qualities</strong>: The Unit retains the base creatures’ special qualities and gains several of its own:</p><p> <em>Immunities</em>: Units are immune to the following conditions: Ability Damage & Drain, Dazzled, Entangled, Sickened, and Slowed. Bull Rush, Disarm, Grapple (although the Unit itself can grapple other creatures, it is not considered grappled itself), Sunder, and Trip cannot be used against Units. Units are immune to critical hits and precision damage. Units can be surprised, but don’t take penalties while flat-footed.</p><p> <em>Safety in Numbers</em>: Units do not take damage from effects that target single creatures. Effects that would slay a single base creature outright instead inflict a negative level on the Unit. Some non-damaging effects that work in an area affect the Unit only if they cover at least half the Unit’s space. These effects simply inflict a negative level instead of their normal effects for their duration, namely, effects that blind, charm, daze, dominate, fascinate, immobilize, nauseate, paralyze, or stun. Units take half damage from piercing attacks.</p><p> <em>Vulnerabilities</em>: Units are vulnerable to fear effects and take a -4 saving throw penalty against them. They also take +50% damage from AoE attacks that deal damage. Units are only affected by AoE effects they would profit from (Bardic Music, Marshal Auras etc.) if these cover at least half their space.</p><p> <em>Combat Edge</em>: Any effects that increase an individual’s chance to hit in combat increase a Unit’s damage instead, by a like amount. For example, if the whole unit uses masterwork quality weapons, it deals an additional point of damage. If the unit is under the effect of a 1st level Bard’s Inspire Courage ability, it receives +2 to damage.</p><p> <em>Discipline</em>: Some, but not all Units have this ability. It negates the save penalty against fear effects and makes the unit immune to the Shaken condition. Furthermore, it allows the Unit to roll another saving throw vs. mind-affecting effects a round after the effect happens, at the same DC. Against effects that don’t allow a save, this ability allows the Unit to roll one save at a DC of (10 + one-half the level or caster level of the effect’s source + most likely ability modifier of the effect’s source, if applicable).</p><p> <em>Teamwork</em>: Some, but not all Units have this ability. Units can choose not to threaten an area or make ranged Unit attacks to accomplish great feats of Teamwork in all Strength and Dexterity checks, as well as skill checks based on these abilities. If the Unit refrains from taking any actions other than the ones required by the activity to benefit from Teamwork, the unit gains a bonus to this activity equal to +1 per 2 HD. Any such activity can only gain this bonus once and takes twice as long as normal.</p><p> <strong>Saves</strong>: Calculate as normal for the base creature’s type and abilities, but use the Unit’s HD.</p><p> <strong>Abilities</strong>: Units use a single base creature’s ability scores.</p><p> <strong>Skills</strong>: Units only have a single base creature’s skills. However, they receive a +1 bonus per 2 HD to Listen, Spot, and Search checks. They also receive a similar penalty on Move Silently checks, and must apply a size-based penalty to Hide checks.</p><p> <strong>Challenge Rating</strong>: Use twice the base creature’s challenge rating +3 for a minimum size Unit (in the case of base creatures with fractional CR, use a value of 3). Increase CR by +2 for every level of Strengthening.</p><p> [FONT=&quot]</p><p> [/FONT] <u>Sample Units:</u></p><p> </p><p> <strong>Squad of Hobgoblin Warriors</strong>, Large Humanoid (Goblinoid, Unit)</p><p> HD: 5d8 + 10 (33 HP)</p><p> Init: +1</p><p> Speed: 30’, 6 squares</p><p> Armor Class: 16 (+1 Dex, +3 Studded Leather, +1 Light Shield, -1 Size, +2 Natural)</p><p> touch 10, flat-footed 16</p><p> Base Attack / Grapple: +1 / +10</p><p> Attack: Unit (Longsword) melee (automatic 2d6+1) or Unit (Longbow) ranged (automatic 2d6, Ref DC 13 half)</p><p> Space / Reach: 4 squares (shapeable) / 5’</p><p> Special Attacks: —</p><p> Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Teamwork</p><p> Saves: Fort +6, Ref +2, Wil +0</p><p> Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8</p><p> Skills: Hide -1, Listen +4, Move Silently +1, Spot +4</p><p> Feats: Alertness</p><p> CR: 3</p><p> </p><p> </p><p> <strong>Squad of Red Hand Schrat Warriors</strong>, Large Humanoid (Goblinoid, Unit)</p><p> HD: 10d8 + 20 (65 HP)</p><p> Init: +1</p><p> Speed: 20’, 4 squares</p><p> Armor Class: 19 (+1 Dex, +5 Chainmail, +2 Heavy Shield, -1 Size, +2 Natural)</p><p> touch 10, flat-footed 19</p><p> Base Attack / Grapple: +2 / +11</p><p> Attack: Unit (Longsword) melee (automatic 2d6+2) or Unit (Composite Longbow) ranged (automatic 2d6+2, Ref DC 16 half)</p><p> Space / Reach: 4 squares (shapeable) / 5’</p><p> Special Attacks: —</p><p> Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Combat Edge, Discipline, Teamwork</p><p> Saves: Fort +9, Ref +4, Wil +2</p><p> Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8</p><p> Skills: Hide +0, Listen +7, Move Silently +2, Spot +7</p><p> Feats: Alertness</p><p> CR: 4</p><p> [FONT=&quot]</p><p> [/FONT] <strong>Company of Hobgoblin Warriors</strong>, Colossal Humanoid (Goblinoid, Unit)</p><p> HD: 20d8 + 40 (130 HP)</p><p> Init: +1</p><p> Speed: 30’, 6 squares</p><p> Armor Class: 15 (+1 Dex, +3 Studded Leather, +1 Light Shield, -8 Size, +8 Natural)</p><p> touch 3, flat-footed 15</p><p> Base Attack / Grapple: +1 / +22</p><p> Attack: Unit (Longsword) melee (automatic 6d6+1) or Unit (Longbow) ranged (automatic 6d6, Ref DC 21 half)</p><p> Space / Reach: 36 squares (shapeable) / 5’</p><p> Special Attacks: —</p><p> Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Teamwork</p><p> Saves: Fort +14, Ref +8, Wil +5</p><p> Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8</p><p> Skills: Hide -13, Listen +12, Move Silently -7, Spot +12</p><p> Feats: Alertness</p><p> CR: 9</p><p> </p><p> </p><p> </p><p> <strong>Company of Red Hand Schrat Warriors</strong>, Colossal Humanoid (Goblinoid, Unit)</p><p> HD: 40d8 + 80 (260 HP)</p><p> Init: +1</p><p> Speed: 20’, 4 squares</p><p> Armor Class: 18 (+1 Dex, +5 Chainmail, +2 Heavy Shield, -8 Size, +8 Natural)</p><p> touch 3, flat-footed 18</p><p> Base Attack / Grapple: +2 / +23</p><p> Attack: Unit (Longsword) melee (automatic 6d6+2) or Unit (Composite Longbow) ranged (automatic 6d6+2, Ref DC 21 half)</p><p> Space / Reach: 36 squares (shapeable) / 5’</p><p> Special Attacks: —</p><p> Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Combat Edge, Discipline, Teamwork</p><p> Saves: Fort +24, Ref +14, Wil +12</p><p> Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8</p><p> Skills: Hide -12, Listen +12, Move Silently -6, Spot +12</p><p> Feats: Alertness</p><p> CR: 11</p><p> [FONT=&quot]</p><p> [/FONT] <strong>Squad of Red Hand Veterans</strong>, Large Humanoid (Goblinoid, Unit)</p><p> HD: 20d8 + 60 (150 HP)</p><p> Init: +2</p><p> Speed: 20’, 4 squares</p><p> Armor Class: 20 (+1 Dex, +6 Banded Mail, +2 Heavy Shield, -1 Size, +2 Natural)</p><p> touch 10, flat-footed 20</p><p> Base Attack / Grapple: +4 / +14</p><p> Attack: Unit (Longsword) melee (automatic 2d6+4) or Unit (Composite Longbow) ranged (automatic 2d6+3, Ref DC 21 half)</p><p> Space / Reach: 4 squares (shapeable) / 5’</p><p> Special Attacks: —</p><p> Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Combat Edge, Discipline, Teamwork</p><p> Saves: Fort +14, Ref +8, Wil +5</p><p> Abilities: Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8</p><p> Skills: Hide +2, Listen +7, Move Silently +4, Spot +7</p><p> Feats: Alertness, Weapon Focus (Longsword)</p><p> CR: 9</p></blockquote><p></p>
[QUOTE="Empirate, post: 5982651, member: 78958"] Cityscape has stat blocks for mobs, and for children mobs (rather scary, that...). That said, there's no real rules for mobs in that book, such as Oslecamo's template or similar. The stat blocks did inpsire me to try my own hand at a template to represent "units", large groups of individually weak soldiers. I used this for my adaptation of the Red Hand of Doom campaign, to the bewilderment of my players. I'll copy-paste it in here for your enjoyment: [CENTER][CENTER][B][U]Units[/U][/B][/CENTER] [/CENTER] The [B]Unit template[/B] is an acquired template that can be added to any small, medium-sized, or large Humanoid, Monstrous Humanoid, Undead, or Giant with an Intelligence score of 4 or more and non-chaotic alignment (called the base creature). Units consist of many creatures of the same type, class, level, general equipment, spells memorized etc. Individual creatures with a different class, level or equipment within a unit don’t change its stats. If there are several such creatures present, it is better to model them as individuals, or as a separate unit. Units function like Swarms in many ways: they’re made up of several individual creatures, but act as if they were only one creature in combat, they’re shapeable, and have some immunities and vulnerabilities based on their nature. Unlike Swarms, Units can be modeled as a template. Units must be made up of at least 10 constituent creatures. They receive one-half the constituent creatures’ HD combined (round down). For every level of Strengthening (doubling of the number of constituent creatures: 20, 40, 80, etc.), the Unit receives this number of HD again. [B]Size and Type[/B]: Size is based on the number of constituent creatures: small and medium-sized creatures make up large Units at the minimum (at 10 members), while large creatures make up at least huge Units. For each level of Strengthening, the Unit’s size increases by one further step, up to colossal. So a unit of 10 Humans or Goblins is large, 20 are huge, 40 are gargantuan, and 80 are colossal. A unit of Ogres cannot be bigger than 40 individuals. Larger numbers of combatants must be modeled as several Units. Units can share their space with other creatures, and the area they take up is shapeable. The Type remains that of the base creature, and the Unit gains the (Unit) Subtype. [B]Speed[/B]: Unchanged. A Unit cannot run, although it can charge. [B]Armor Class[/B]: A Unit retains the base creatures’ AC, modified by size. It receives a +2 NA bonus, plus a further +2 NA bonus per level of Strenghtening. [B]Attack/Full Attack[/B]: A Unit loses the base creatures’ attacks and has a Unit attack instead. The Unit attack deals automatic damage to every creature that shares the Unit’s space, and to all creatures within the Unit’s threatened area. If the Unit is armed with ranged weapons, it can deploy its Unit attack at range to affect a (shapeable) area half as big as the Unit itself. In this case, it does not threaten an area (not even the area it takes up itself) for the round. All creatures in the targeted area take Unit damage, but may attempt a Reflex save (DC 10+1/2 Unit’s HD+Unit’s Dex mod) for half damage. A Unit armed with melee weapons and another armed with ranged weapons can work together and intermingle, however. A Unit’s base attack bonus is that of a single base creature. Its grapple modifier is modified by size, and it receives a special +4 modifier to grapple checks. [B]Damage[/B]: The Unit attack does the same damage as a single base creature’s attack does, but the damage dice rolled are modified by size. For example, a Unit of 40 Goblins armed with Shortbows (1d4 base damage) does 3d6 damage with its Unit attack, while a Unit of 20 strong Humans armed with magical Greatswords (2d6+5 base damage) does 4d6+5 damage with its Unit attack. [B]Special Attacks[/B]: If the base creatures have a special attack, this can be used as an immediate action 1/round, plus another 1/round for every level of Strengthening. It can also be used twice this number of times as a standard action. Keep track of the total number of times special attacks limited in use have been employed. [B]Special Qualities[/B]: The Unit retains the base creatures’ special qualities and gains several of its own: [I]Immunities[/I]: Units are immune to the following conditions: Ability Damage & Drain, Dazzled, Entangled, Sickened, and Slowed. Bull Rush, Disarm, Grapple (although the Unit itself can grapple other creatures, it is not considered grappled itself), Sunder, and Trip cannot be used against Units. Units are immune to critical hits and precision damage. Units can be surprised, but don’t take penalties while flat-footed. [I]Safety in Numbers[/I]: Units do not take damage from effects that target single creatures. Effects that would slay a single base creature outright instead inflict a negative level on the Unit. Some non-damaging effects that work in an area affect the Unit only if they cover at least half the Unit’s space. These effects simply inflict a negative level instead of their normal effects for their duration, namely, effects that blind, charm, daze, dominate, fascinate, immobilize, nauseate, paralyze, or stun. Units take half damage from piercing attacks. [I]Vulnerabilities[/I]: Units are vulnerable to fear effects and take a -4 saving throw penalty against them. They also take +50% damage from AoE attacks that deal damage. Units are only affected by AoE effects they would profit from (Bardic Music, Marshal Auras etc.) if these cover at least half their space. [I]Combat Edge[/I]: Any effects that increase an individual’s chance to hit in combat increase a Unit’s damage instead, by a like amount. For example, if the whole unit uses masterwork quality weapons, it deals an additional point of damage. If the unit is under the effect of a 1st level Bard’s Inspire Courage ability, it receives +2 to damage. [I]Discipline[/I]: Some, but not all Units have this ability. It negates the save penalty against fear effects and makes the unit immune to the Shaken condition. Furthermore, it allows the Unit to roll another saving throw vs. mind-affecting effects a round after the effect happens, at the same DC. Against effects that don’t allow a save, this ability allows the Unit to roll one save at a DC of (10 + one-half the level or caster level of the effect’s source + most likely ability modifier of the effect’s source, if applicable). [I]Teamwork[/I]: Some, but not all Units have this ability. Units can choose not to threaten an area or make ranged Unit attacks to accomplish great feats of Teamwork in all Strength and Dexterity checks, as well as skill checks based on these abilities. If the Unit refrains from taking any actions other than the ones required by the activity to benefit from Teamwork, the unit gains a bonus to this activity equal to +1 per 2 HD. Any such activity can only gain this bonus once and takes twice as long as normal. [B]Saves[/B]: Calculate as normal for the base creature’s type and abilities, but use the Unit’s HD. [B]Abilities[/B]: Units use a single base creature’s ability scores. [B]Skills[/B]: Units only have a single base creature’s skills. However, they receive a +1 bonus per 2 HD to Listen, Spot, and Search checks. They also receive a similar penalty on Move Silently checks, and must apply a size-based penalty to Hide checks. [B]Challenge Rating[/B]: Use twice the base creature’s challenge rating +3 for a minimum size Unit (in the case of base creatures with fractional CR, use a value of 3). Increase CR by +2 for every level of Strengthening. [FONT="] [/FONT] [U]Sample Units:[/U] [B]Squad of Hobgoblin Warriors[/B], Large Humanoid (Goblinoid, Unit) HD: 5d8 + 10 (33 HP) Init: +1 Speed: 30’, 6 squares Armor Class: 16 (+1 Dex, +3 Studded Leather, +1 Light Shield, -1 Size, +2 Natural) touch 10, flat-footed 16 Base Attack / Grapple: +1 / +10 Attack: Unit (Longsword) melee (automatic 2d6+1) or Unit (Longbow) ranged (automatic 2d6, Ref DC 13 half) Space / Reach: 4 squares (shapeable) / 5’ Special Attacks: — Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Teamwork Saves: Fort +6, Ref +2, Wil +0 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide -1, Listen +4, Move Silently +1, Spot +4 Feats: Alertness CR: 3 [B]Squad of Red Hand Schrat Warriors[/B], Large Humanoid (Goblinoid, Unit) HD: 10d8 + 20 (65 HP) Init: +1 Speed: 20’, 4 squares Armor Class: 19 (+1 Dex, +5 Chainmail, +2 Heavy Shield, -1 Size, +2 Natural) touch 10, flat-footed 19 Base Attack / Grapple: +2 / +11 Attack: Unit (Longsword) melee (automatic 2d6+2) or Unit (Composite Longbow) ranged (automatic 2d6+2, Ref DC 16 half) Space / Reach: 4 squares (shapeable) / 5’ Special Attacks: — Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Combat Edge, Discipline, Teamwork Saves: Fort +9, Ref +4, Wil +2 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide +0, Listen +7, Move Silently +2, Spot +7 Feats: Alertness CR: 4 [FONT="] [/FONT] [B]Company of Hobgoblin Warriors[/B], Colossal Humanoid (Goblinoid, Unit) HD: 20d8 + 40 (130 HP) Init: +1 Speed: 30’, 6 squares Armor Class: 15 (+1 Dex, +3 Studded Leather, +1 Light Shield, -8 Size, +8 Natural) touch 3, flat-footed 15 Base Attack / Grapple: +1 / +22 Attack: Unit (Longsword) melee (automatic 6d6+1) or Unit (Longbow) ranged (automatic 6d6, Ref DC 21 half) Space / Reach: 36 squares (shapeable) / 5’ Special Attacks: — Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Teamwork Saves: Fort +14, Ref +8, Wil +5 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide -13, Listen +12, Move Silently -7, Spot +12 Feats: Alertness CR: 9 [B]Company of Red Hand Schrat Warriors[/B], Colossal Humanoid (Goblinoid, Unit) HD: 40d8 + 80 (260 HP) Init: +1 Speed: 20’, 4 squares Armor Class: 18 (+1 Dex, +5 Chainmail, +2 Heavy Shield, -8 Size, +8 Natural) touch 3, flat-footed 18 Base Attack / Grapple: +2 / +23 Attack: Unit (Longsword) melee (automatic 6d6+2) or Unit (Composite Longbow) ranged (automatic 6d6+2, Ref DC 21 half) Space / Reach: 36 squares (shapeable) / 5’ Special Attacks: — Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Combat Edge, Discipline, Teamwork Saves: Fort +24, Ref +14, Wil +12 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide -12, Listen +12, Move Silently -6, Spot +12 Feats: Alertness CR: 11 [FONT="] [/FONT] [B]Squad of Red Hand Veterans[/B], Large Humanoid (Goblinoid, Unit) HD: 20d8 + 60 (150 HP) Init: +2 Speed: 20’, 4 squares Armor Class: 20 (+1 Dex, +6 Banded Mail, +2 Heavy Shield, -1 Size, +2 Natural) touch 10, flat-footed 20 Base Attack / Grapple: +4 / +14 Attack: Unit (Longsword) melee (automatic 2d6+4) or Unit (Composite Longbow) ranged (automatic 2d6+3, Ref DC 21 half) Space / Reach: 4 squares (shapeable) / 5’ Special Attacks: — Special Qualities: Darkvision 60’, Unit Vulnerabilities, Traits and Immunities, Safety in Numbers, Combat Edge, Discipline, Teamwork Saves: Fort +14, Ref +8, Wil +5 Abilities: Str 14, Dex 13, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide +2, Listen +7, Move Silently +4, Spot +7 Feats: Alertness, Weapon Focus (Longsword) CR: 9 [/QUOTE]
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3e: Which book contains the mob rules?
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