Size and Type:Size is based on the number of creatures forming the mob. Large creatures count as four, and small creatures count as half. It is assumed that the creatures press against each other, and thus they fill less space than they would fill as individuals. There must be at least 8 members to form a mob. Mobs with more members than the maximum size should be represented as multiple mobs. The mob’s type remains unchanged from the base creature.
8-20: large
21-37: huge
38-68: gargantuan
69-128: colossal
Hit Dice: A mob has a single pool of Hit Dice and hit points. Like regular HP, it's an abstraction of both the endurance of the members of the mob and their will to destroy whatever it's on their path.
The mob has HD equal to the number of composing members (with large creatures counting as 4 and small creatures counting as half).
Reducing a mob to 0 hit points or lower causes it to breack up, with it's members killed, bleeding on the floor and/or routed, fleeing for their lives, though damage taken until that point does not degrade its ability to attack or resist attack. Mobs are never staggered or reduced to a dying state by damage.
However, for abilities based on the number of HD, like SR, the mob uses the number of HD of the base creature.
Initiative: As the most common among the creatures composing the mob.
Speed: A mob’s speed is 10 feet slower than that of the base creature.
Armor Class: As the base creatures, with the respective penalty for the new size (-1 for large, -2 for huge, -4 for gargantuan, -8 for colossal). If the creatures have diferent kinds of AC, use the most common.
Base Attack: Use the most common BAB of the members of the mob. Don't recalculate based on the new HD.
Grapple: Use the base creature attack bonus, modified for the mob's size, and as appropriate for its Strength modifier. Can target any and all creatures inside its area, doesn't need an attack roll, and if the victims hit their Aoo, the grapple still continues (abilities that negate the Aoo for using grapple still work).
Attack/Full Attack: Mobs can’t make standard attacks. In return, they receive three special attack options:
Mob upA mob automaticaly deals damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Mob attacks ignore concealmentand cover. A mob’s attacks are nonmagical, unless the base creature’s attacks are considered magical. Damage reduction applies to mob up attacks. If a creature has armor, natural armor, Dex bonus and/or shield, add their AC bonus to the creature's DR against Mob Up. Mob Up can even hurt a creature with enough natural DR to fully nullify the attacks of the base creature composing the Mob.
The damage amount and type is based on the damage the most common kind of individual of the mob would normaly deal, but multiplied by a factor based on it's BAB and increase the damage HD acording to the new size.
1/2 BAB:Don't multiply
3/4 BAB: multiply by 2
Full BAB:multiply by 3
For example, a mob of 50 orc warriors with longswords would deal 12d6+6 damage to any creature inside it every turn.
Mob attack allows a Fort save with DC 10+Mob's CR+Str mod for half damage. This affect objects too.
The mob can also choose to deal that damage to any unatended object it is touching. So a mob could eventualy bring down walls and houses, assuming it's members had enough strength.
VolleyIf at least half of the members of the mob have similar ranged weapons, they can fire at the same time at an area or target as a standard action. The mob cannot fire if it has nongrappled enemies on it's midst.
Range is the same as the ranged weapon more common in the mob. Damage is as the mob up attack, but based on the ranged weapon the mob is using. Range increments give a bonus on the defender's save of +2 for each range increment.
Single target: As mob up attack damage. Instead of a Fort save, a Volley needs a Reflex save with the same DC to half damage. If using a fullround action the mob can do iterative attacks, but whitout the -5 penalty. Range penalties apply to the save DC.
Area attack: A mob of huge size or larger, as a fullround action, can deal mob up damage in an area based on their own size. Instead of a Fort save, a Volley needs a Reflex save with the same DC to half damage. Range penalties apply to the save DC.
Huge-5 radius circle.
Gargantuan-10 radius circle.
Colossal-20 radius circle.
Creatures who fail their saves against a volley of either kind are pinned down by the projectiles, and cannot move next turn. If flying, they drop down twice as much feet as they took damage.
Even if they make their saves, their speed is reduced to half in the next turn, and if flying they drop a number of feet equal to the damage taken.
Mob grapple: a mob can grapple as a standard action, altough it cannot be grappled back by creatures smaller than itself. Can target any and all creatures inside its area, doesn't need an attack roll, and if the victims hit their Aoo, the grapple still continues (abilities that negate the Aoo for using grapple still work)Sucessfull rolls from smaller oponents just mean it managed to don't be brought down by the mob. Instead of unarmed damage, the mob deals the mob up attack damage to grappled oponents as they are mercyless steped over by the angry individuals. The mob can carry grappled oponents at it's full speed.
Trample: As a fullround action the mob can move up to its base speed. The mob must start and end it's turn away from the creature, passing over it somewhere in between. Creatures that it passes over take damage equal to 2d6+1.5 str modifier of the mob, reflex DC 13+mob's size bonus+mob's strenght modifier for half damage. Enemies can choose to make an AoO instead of the save. Only creatures smaller than the mob are affected, and the mob must pass completely over them.
Space/Reach: Large-10 by 10 feet square
Huge-15 by 15 feet square.
Gargantuan-20 by 20 feet square.
Colossal-30 by 30 feet square.
A mob's reach is the same of the base creature. It can make as much aoos per turn as oportunities arise. A Mob's AoOs automatically hit and deal Mob Up damage. It's height is the average of the composing individuals.
In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature, since it tramples over and moves around its victim. A mob can move through squares occupied by enemies, and enemies can move trough a Mob, but they count it as difficult terrain. Both provoke attacks of oportunity. A mob can move through openings large enough for its component creatures.
The area occupied by mobs is completely shapeable, though the mob usually remains in contiguous squares.Mob mind:A mob’s mentality is fueled by emotion, as a result, the individual creatures that make up the mob are unable to use any attack options that require actions, such as breath weapons, spell-like abilities, and the like. If the base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those special attacks function normally on any creature damaged by the mob. Attack options such as gaze weapons that function constantly continue to function normally. The mob gains +4 to the DC of those abilities for each size it is bigger than medium.
Mobs can still use skills as normal.
In addition, mobs gain both of the following:
Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. The creature must be at least one size smaller than the mob. A trampled creature takes damage equal to 2d6 points + 1,5 times the mob’s Strength modifi er. The victim can either make an attack of opportunity against the mob or make a Refl ex save (DC 13+mob's size bonus+the mob’s Str modifi er)to take half damage.
Special Qualities: A mob retains all the special qualities of the base creature. In addition, it gains the following special quality.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob can't be flanked, tripped, bull rushed by anyone but other mobs while above 50% HP. A Mob can be grappled by creatures of its size or bigger. Evard's black tentacles and similar spells/effects can affect a mob if they fully envelop it and the mob has lost HP.
Mobs become more vulnerable as they lose HP as follows
100%-75% max HP=Full immunity.
75%-50% max HP= Can be affected by area stuff that allows saves/checks, but automatically recovers at the start of their next turn.
50%-25% max HP=Can be affected by area stuff that allows saves/checks, gets a new save to try to get rid off at the start of their next turn.
25%-0% max HP=Affected normally by area stuff that allows saves/checks.
However, unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. See the saves section for details.
A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and evocation spells.
Characters with cleave deal +50% damage to a mob in melee. Characters with greater cleave deal double damage to a mob in melee.
Saves: A mob uses the same saving throws as the base creature, but only effects that prevent a creature from taking any actions whatsoever will have any effect on a mob. Rather than preventing actions however, such effects will inflict a negative level on the mob for their duration instead to represent the temporary loss of a member. If a mob has as many negative levels as 75% of its total members, it automatically breaks apart.
Abilities: A mob’s abilities are the same as the base creature, except that its Intelligence, Wisdom, and Charisma scores drop to 10. If the base creature’s Intelligence, Wisdom, or Charisma scores are already lower than 10, they do not change.
Skills: Same as the base creature; do not recalculate based on the mob’s new Hit Dice. The mob’s new Intelligence, Wisdom, or Charisma scores might grant some skills different modifiers.
Feats: Same as the base creature; all mobs gain Improved Bull Rush and Improved Overrun as bonus feats.
Challenge Rating: Based on size:
Large: 3, or +2 if the base creature’s CR is 2 or higher.
Huge: 5, or +2 if the base creature’s CR is 4 or higher.
Gargantuan: 8, or +2 if the base creature’s CR is 7 or higher.
Colossal: 12, or +2 if the base creature’s CR is 11 or higher.