I wanted to create a mob template to be able to handle varying sizes of monsters. Right now, this is fairly quick and dirty, and only accommodates medium-sized creatures. With a bit more work, I could probably allow other sizes in as well. The CRs might be a bit off too, but tell me what you think:
Creating a MobA mob is a template that can be applied to a group of humanoids of the same type, treating them as one more powerful creature. This is very similar to the swarm type in many ways. There are different sized mobs. The larger the mob is, the more formidable the stats are.
Size and Type:The type of the creatures stays the same, although the size of the mob is based on the number of creatures in it:
Number of creatures Size
5 10x10 (large)
10 15x15 (huge)
20 20x20 (gargantuan)
40 30x30 (colossal)
Hit Dice:The multiply the base creature’s hit dice by the number of creatures on the mob.
Speed:Creatures tend to move more slowly in large groups. Reduce the movement rate of the base creature by 10 feet, but not to lower than half their original base speed.
Armor Class:Same as the base creature except modified based on the new size.
Attack:Mobs deal damage based on their size. Multiply the base creature’s damage by the damage multiplier listed below. Add in the creature’s Strength modifier to damage, but to not allow extra sources of damage like Power Attack to be used. All creatures affected by these attacks may make a Reflex save to take half damage. The DC is also based on the mob’s size. Depending on the attack, the DC is Strength or Dexterity-based.
Number of creatures Damage Multiplier Reflex Save DC
5 X2 12 + ability mod
10 X3 14 + ability mod
20 X4 17 + ability mod
40 X5 21 + ability mod
Mobs gain several attacks:
Mob attack: As a standard action, the mod can attack anyone in its space. The Reflex DC is Strength-based.
Targeted Volley: As a standard action, the mob can make a range attack against a single target. The Reflex DC is Dexterity-based.
Area Volley: As a standard action, the mob can make a range attack against everyone within an area the same size as the mod. Everyone only takes damage equal to the base creature’s damage instead of multiplied. The Reflex DC is Dexterity-based.
Grapple: The mob can grapple anyone in their area. Treat the grapple modifier as the base creature’s, modified for the mob’s size, and with a +4 circumstance modifier for extra creatures being able to help. If the mob wins the grapple check, the opponent takes unarmed damage modified by the damage multiplier.
Special Qualities:Disperse: If the mob takes enough damage in one round to bring it to zero or lower hit points, all of the creatures in it are killed. If at the start of the mob’s turn, it is below or at half its maximum hit points, it disperses into the next size smaller mob, keeping its current hit points. If a five-person mob is reduced to half or few hit points, it disperses into two creatures of the base type.
Immunities and resistances: Mobs are immune to ability damage and drain. Any condition applied must be applied to at least 50% of the mob’s area to affect the mob. For example: Touch of Fatigue would have no effect, but Waves of Fatigue would, if it affects at least 50% of the mob’s squares. Any single-target energy draining effect can only inflict a maximum number of negative levels as the base creature’s Hit Dice each time. For example, each casting of Enervation can only bestow one negative level on a mob of orcs. Against a mob of gnolls, each could bestow up to two negative levels.
Abilities:Same as base creature.
Saving Throws:As base creature, modified by the mob’s size:
Number of creatures Save bonus
5 +2
10 +4
20 +6
40 +8
Skills:As base creature.
Feats:As base creature.
Challenge Rating:Modified from base creature based on the mob’s size:
Number of creatures Challenge Rating
5 +2
10 +4
20 +5
40 +6
Sample Creature: Mob of 10 OrcsSize/Type Huge Humanoid (orc)
Hit Dice: 10d8+10 (55 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 11 (+3 studded leather armor, -2 size)
Base Attack/Grapple: +1/+16
Attack: -
Full Attack: -
Space/Reach: 15 ft./0 ft.
Special Attacks: Mob attack, 6d4+12 (DC 17); Targeted volley, 3d6+9 (DC 14); Area volley, 1d6+3 (DC 14)
Special Qualities: Disperse, Immunities and resistances
Saves: Fort +7, Ref + 4, Will +2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Listen +1, Spot +1
Feats: Alertness
Challenge Rating: 5
Combat:Mob attack: As a standard action, the mod can attack anyone in its space, dealing 6d4+12 damage. A successful Reflex save (DC 17) halves the damage.
Targeted Volley: As a standard action, the mob can make a range attack against a single target, dealing 3d6+9 damage. A successful Reflex save (DC 14) halves the damage.
Area Volley: As a standard action, the mob can make a range attack against everyone within a 15x15 foot area, dealing 1d6+3 damage. A successful Reflex save (DC 14) halves the damage.
Disperse: If the mob takes enough damage in one round to bring it to zero or lower hit points, all of the creatures in it are killed. If at the start of the mob’s turn, it is below or at half its maximum hit points, it disperses into a mob of five orcs, keeping its current hit points.
Immunities and resistances: Mobs are immune to ability damage and drain. Any condition applied must be applied to at least 50% of the mob’s area to affect the mob. For example: Touch of Fatigue would have no effect, but Waves of Fatigue would, if it affects at least 50% of the mob’s squares. Any single-target energy draining effect can only inflict a maximum number of negative levels as the base creature’s Hit Dice each time. For example, each casting of Enervation can only bestow one negative level on a mob of orcs. Against a mob of gnolls, each could bestow up to two negative levels.