Mob rules


3.5/d20/OGL


I don't like the mob rules presented in 3.5 DMG2, so I made up my own. I think this represents a whole bunch of creatures acting as one much better.

I am wondering though. is it too much? not enough? let me know. I'm not an english major so if you can think of a better way to word something, let me know.

Mob rules:
"Mob" is an acquired template that is made up of a lot of base creatures. Instead of tracking each one individually combine them to make one creature.

Type: unchanged.

Size: There are two different sizes that can be chosen gargantuan, and colossal. Each size has its own modifiers to statistics.

Hit dice: remains the same for effects that rely on hit dice but will get a huge boost to hit points as described below.

Hit points: a gargantuan mob multiplies base creature's hit points by 30, a colossal mob multiplies base creature's hit points by 40, thus a gargantuan mob of zombies would have 360 hit points.

Initiative: A mob's initiative is always +0

Armor class: as base creature -2 due to being in tight spaces (like a squeezing condition).

Speed: As base creature except a mob can only move up to its speed once per round.

Attacks: A mob loses any standard melee attack and gets a modified "swarm attack". A gargantuan mob deals damage as if the base creature hit 2 times. (a mob of zombies would deal 2d6+8 damage), a colossal mob would deal damage as if it hit 3 times. (3d6 +12 for a zombie mob)

If the base creature has an additional effect on its base attack (such as a vampire's slam attack dealing negative levels) this is also multiplied as well.

if the base creature can make a ranged attack the mob may do so. The mob can make a ranged attack only against a single target and automatically takes damage just like melee attacks. (thus a gargantuan mob of humans with bows (1d8+2 normally) would deal 2d8+4 to a single target).

If the standard attack of the base creature is +10 or higher (like a level 5 fighter with 18 strength and weapon focus) the mob's damage is as if it hit one more time.

Any creature who takes damage from a mob gains the grappled condition if the base creature has the ability to grapple.

CMD: An enemy is grappled when they take damage from a mob. The CMD to get out of this is the base creature's CMD +4 for a gargantuan mob, and CMD +6 for a colossal mob.

Space/reach: the space a mob takes up is shapeable and it can fit through any space the base creature can. the reach of a mob is 0' it must move over an enemy's space to deal damage. This provoke's an attack of opportunity and a mob provokes an AoO for every 5' it moves.

Special attacks: A mob retains its special attacks of the base creature, it can only do that attack once per round as a free action. Thus a mob of medium very young red dragons can use its breath weapon as a free action once per round (not once every 1d4 rounds) dealing 4d10 damage in a 30' cone. The save DC of this attack is the same as the base creature.

If the base creature has a constant effect that requires a save, every target automatically fails (such as the stench ability of troglodytes, or the gaze attack of a medusa, or frightful presence). If this would result in instant death (such as a mob of medusas) it is recommended to not make that creature into a mob.

Special qualities:
Mob anatomy: A mob is immune to critical hits, sneak attack, flanking, grapple, trip, bull rush, staggered, it takes 1/4 damage from weapon attacks (a swarmbane clasp does not help in this case as it is not a swarm),
-If an area effect covers the entire mob's space it takes double damage,
-if it only covers part of the space the damage is multiplied by 1.5.
-A mob is immune to any effect that targets a specific number of creatures if it does not deal hit point damage.
-If an effect that targets a specific number of creatures deals hit point damage that damage is added up and quartered. Thus a 3 ray scorching ray that deals 10, 12 and 18 damage (40 total) deals 10 damage to the mob. A maximized magic missile (25 damage) would deal 6 damage to the mob.
-when a mob is reduced to 0 HP it is no longer considered a mob. Every square in the space of the mob has the base creature in it, they are wounded at 5 HP (or 1 hp if the base creature has less than 5). It is up to the DM to know what kind of action the few remaining will take. A mob of zombies, or goblins may continue to attack; a mob of humans, or animals may run away in fear.

Saves: mobs get +2 circumstance bonus on reflex saves against area effects.

Abilities: As base creature.

Skills: As base creature

Feats: as base creature

CR: a colossal mob is gargantuan CR +2

base CR for a mob of CR 1 or less is 10.
for every other CR add 10 to the CR.

If the base creature has a particularly deadly attack that enemies would auto fail add up to 3 to the CR.

Mobs do not scale well when the base creature is CR 6 or higher. Use sparingly.

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