Mario Bros Fiction NPCs/Monsters
Giant Goomba
Giant Goombas are large Goombas that use their size to boss smaller Goombas and lead groups of them as they attack an opponent. Giant Goombas tend to forego strategy for brute force. Goombas are ruthless fighters in melee, and fight without care for wounds or pain. Combat with giant goombas always starts with a charge against the nearest character, and quickly progresses to a flank to cut off retreat, with the giant goombas leading the charge, making the smaller ones cut off escape routes and flank their target.
Giant Goomba
Large Humanoid (Fungus, plant)
Hit Dice: 6d8+24 (52 hp)
Initiative: -1
Speed: 20 ft
Defense: 10 , touch 10, flatfooted 10, (-1 size, -1 Dex)
Base Attack/Grapple: +1/+9
Attack: bite +4 melee (2d6+4 bludgeoning, piercing, and slashing)
Full Attack: bite +4 melee (2d6+4 bludgeoning, piercing, and slashing)
Space/Reach: 5 ft/5 ft
Special Attacks: Jump Attack
Special Qualities: darkvision 60 ft, goomba racial traits
Saves: Fort +4, Ref -1, Will +0
Abilities: Str 18 Dex 8 Con 18 Int 10 Wis 11 Cha 10
Skills: Jump +9, Survival +4
Feats: Jump Attack
Environment: any underground or any temperate
Organization: individual, squad (1 plus 1d6+1 goombas), or troop (1-2 plus 3d6 goombas)
Challenge Rating: 4
Advancement: By class
Level Adjustment: +0
Goomba Racial Traits (Ex): Goombas have a +4 racial bonus to saves to resist poison and a +2 racial bonus to Survival or Knowledge (Nature) checks made to identify mushrooms.
Jump Attack
When jumping as part of a charge, deals 3d6 + 4 Str modifier bludgeoning damage on a successful hit. Can make a Jump check DC 10 and for every 5 points beats the DC add +3 damage
Dark Goomba
Dark Goombas are similar to regular Goombas, except they come in much darker colours that blends well in shadows and allows them to hide in low-light conditions much better. Their skin doesn't reflect light very well, so while in shadows and darkness, even if a light is shined on them, they do not appear clearly, slightly blurred. This doesn't happen when standing fully in a large light source.
Dark Goombas are ambush attackers, they prefer to hide and strike with the element of surprise, and attacking at night. If they can't use stealth, then they fight like normal goombas, move straight to a target and attack until it or them are defeated.
Dark Goomba
Small Humanoid (Fungus, plant)
Hit Dice: 1d8+1 (4 hp)
Initiative: +1
Speed: 20 ft
Defence: 12 , touch 11, flatfooted 10, (+1 size, +1 Dex)
Base Attack/Grapple: +1/-3
Attack: bite +3 melee (1d4+1 bludgeoning, piercing, and slashing)
Full Attack: bite +3 melee (1d4+1 bludgeoning, piercing, and slashing)
Space/Reach: 5 ft/5 ft
Special Attacks: Jump Attack
Special Qualities: darkvision 90 ft, goomba racial traits (see Races chapter), One With Shadows, Strike From Shadows, Silent Movement
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 13 Dex 12 Con 11 Int 10 Wis 11 Cha 10
Skills: Jump +5, Hide +6*, Move Silently +6*, Survival +4
Feats: Jump Attack
Environment: any underground or any temperate
Organization: pair, squad (1d6+1), or troop (3d6)
Challenge Rating: 1
Advancement: By class
Level Adjustment: +0
Goomba Racial Traits (Ex): Goombas have a +4 racial bonus to saves to resist poison and a +2 racial bonus to Survival or Knowledge (Nature) checks made to identify mushrooms.
Jump Attack
When jumping as part of a charge, deals 1d6 + Str modifier bludgeoning damage on a successful hit. Can make a Jump check DC 10 and for every 5 points beats the DC add +1 damage
One With Shadows
If the Dark Goomba is in shadows or any form of darkness, gains +10 to Hide and blends in with the shadows and darkness. While in shadows and darkness, has concealment, with a 10% miss chance.
Strike From Shadows
If the Dark Goomba isn't detected by an enemy while in shadows or darkness, its first attack deals triple damage. Any attack while in shadows or darkness gain +2 to attack rolls and damage.
Silent Movement
While in darkness or shadows, a Dark Goomba can attempt to move silently at full normal speed without normal penalties for moving at normal speed while attempting to move silently.
Koopa
Koopas are a race of humanoid turtle-like creatures, typically with yellowish skin and green shells on their back, although some koopas come in different colours that fill specific roles. Koopas are typically found in the service of Bowser, their leader, however some are found outside of Bowser's kingdom. Typical koopas stand between 4 foot 8 inches and 5 foot 5 inches, although some breeds may be smaller or larger.
Koopa
Medium Humanoid (Reptilian)
Hit Dice: 1d10 (9 hp)
Initiative: -1
Speed: 20 ft
Defense: 10, touch 9, flat-footed 11 (-1 Dex +1 natural)
Base Attack/Grapple: +0/+1
Attack: slam +1 melee (1d4 bludgeoning)
Full Attack: slam +1 melee (1d4 bludgeoning)
Space/Reach: 5 ft /5 ft
Special Attacks: -
Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification
Saves: Fort +2, Ref -1, Will +0
Abilities: Str 11 Dex 8 Con 13 Int 10 Wis 11 Cha 10
Skills: Climb +6, Jump +6, Listen +4, Spot +4
Feats: Toughness
Environment: any temperate
Organization: pair, squad (1d6+1), or troop (3d6)
Challenge Rating: ½
Advancement: By class
Level Adjustment: +0
Koopa Racial Traits (Ex): Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks.
Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.
Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out.
Light Fortification
Any critical attack against a koopa has a 25% chance of dealing normal damage instead.
Koopa Troopa
Koopa Troopa are the basic soldiers or militia used by Koopas. They are slightly stronger and their shells are a little more resilient than basic koopas. Typically use their fists to slam enemies, although some might have spears.
Koopa Troopa
Medium Humanoid (Reptilian)
Hit Dice: 2d10+3+3 (21 hp)
Initiative: -1
Speed: 20 ft
Defense: 11, touch 9, flat-footed 12 (-1 Dex +2 natural)
Base Attack/Grapple: +1/+3
Attack: slam +3 melee (1d4+2 bludgeoning) optional spear +3 melee (1d8+2 piercing, thrown 30 ft)
Full Attack: slam +3 melee (1d4+2 bludgeoning)
Space/Reach: 5 ft /5 ft
Special Attacks: -
Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification
Saves: Fort +2, Ref -1, Will +0
Abilities: Str 14 Dex 8 Con 17 Int 12 Wis 13 Cha 10
Skills: Climb +6, Jump +6, Listen +4, Spot +4
Feats: Toughness
Environment: any temperate
Organization: pair, squad (1d6+1), or troop (3d6), group (20+ 1d8)
Challenge Rating: 1
Koopa Racial Traits (Ex): Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks.
Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.
Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out.
Light Fortification
Any critical attack against a koopa has a 25% chance of dealing normal damage instead.
Hammer Bro
Hammer Bros, or Brothers, are Koopa Troopas with training as soldiers, wielding hammers they use in both melee and ranged by throwing them. Physically they are like other koopas, except with larger shells and they wear shell-like helmets. These usually found in service to Bowser or other military groups that hire them.
Hammer Bro
Medium Humanoid (Reptilian)
Hit Dice: 3d10+9+3 (29 hp)
Initiative: -1
Speed: 20 ft
Defense: 13, touch 10, flat-footed 13 (+3 natural)
Base Attack/Grapple: +2/+4
Attack: slam +4 melee (1d4+2 bludgeoning) or +5 melee hammer (1d6+2 bludgeoning) or +3 ranged hammer (1d6 bludgeoning, 40 ft 5 increments)
Full Attack: +5 melee hammer (1d6+2 bludgeoning), or +3 ranged (1d6 bludgeoning)
Space/Reach: 5 ft /5 ft
Special Attacks: -
Special Qualities: tuck, koopa racial traits, acid resistance 5, light fortification, rapid pickup
Saves: Fort +2, Ref -1, Will +0
Abilities: Str 14 Dex 10 Con 17 Int 12 Wis 13 Cha 10
Skills: Climb +6, Jump +7, Listen +4, Search +3, Spot +4
Feats: Toughness, weapon focus (hammer), quick draw
Environment: any temperate
Organization: pair, squad (1d6+1), or troop (3d6), group (20+ 1d8)
Possessions: 20 hammers
Challenge Rating: 2
Combat
In combat, Hammer Bros will use their hammers to strike at foes as they close into melee. They are quite adept at picking up hammers that had struck foes or missed and are laying or the ground so they can keep throwing hammers. They always keep one that they never throw for improved melee damage over their fists.
Koopa Racial Traits (Ex): Koopas do not suffer any reduction in speed for carrying a medium or heavy load. Koopas have a +2 racial bonus to Climb and Jump checks.
Tuck (Ex): A Koopa may tuck his head, arms, and legs into his shell as a move action without provoking an attack of opportunity. However, this causes the Koopa to fall prone (unless he already was prone). This grants total concealment (50% miss chance) and cover (+4 cover bonus to Defense and Reflex saves). A Koopa can remain tucked indefinitely. While tucked, a Koopa can take no actions involving movement other than rising from prone. A Koopa retains his Tuck bonuses while standing up (specifically against attacks of opportunity incurred), but not after.
Though the average Koopa mentality is to avoid fighting at all costs, Koopas who defend themselves trust their natural defenses. They prefer to fight defensively, and try to avoid blows and strike when their opponents are tired out.
Rapid Pickup
Hammer Bros are trained so that they can quickly pickup thrown hammers, or hammers on fallen allies, able to pick up a hammer in each free hand as a free action that doesn't provoke an attack of opportunity, even if within melee range of an opponent. Most do this as they are moving, quickly scooping up a fallen hammer before either throwing it, or quickly storing it to grab another nearby hammer. This ability can be used to pick up other medium sized objects with an easily identifiable handle, like other hand tools, knives, or similar items.
Light Fortification
Any critical attack against a koopa has a 25% chance of dealing normal damage instead.