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Bestiarium: Zombie Swarm

Someone over at this D&D wiki wanted to have a bar fight without the hassle of keeping track of all the combatants, and came up with a neat solution, using a «semi swarm» trait. We’d like to add another twist to that with the Mob Trait detailed in the example below, formatted for Pathfinder. Because who doesn’t want to fight a horde of zombies these days? For extra meanness, try it out with the Apocalypse Zombie or the Fast Zombie, or maybe a horde of cannibal halflings or something. Have fun.

Dead feet shuffle, bony fingers reach out in hunger for your living flesh, and an unearthly moan fills the air of the ruined settlement as the former townspeople comes out to greet you.

There’s a lot of them. Want to stop to count?

Zombie Swarm, CR 7

XP 3200
Neutral Evil, Medium undead
Initiative +0, Senses Darkvision 60 feet; Perception +0
Aura Frightful Presence (90 feet, Difficulty Class 20)
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 75 (10d8+30)
Fortitude +0, Reflexes +0, Will +3
Damage Resistance 5/slashing; Immune Undead Traits, Mob Traits
OFFENSE
Speed 30 feet
Melee slam +4 (1d6+4)
Space 30 feet; Reach 5 feet
STATISTICS
Strength 17, Dexterity 10, Constitution -, Intelligence -, Wisdom -, Charisma
Base Attack +1-14 (see Mass Attack Bonus); Combat Maneuver Bonus +4-11; Combat Maneuver Defence 14-21
Feats Toughness
Special Qualities Staggered
SPECIAL ABILITIES
Mass Attack Bonus (Ex)
The Mob is most effective in large numbers, having a greater chance of overwhelming a PC. For every 10 hp the Mob possesses, their attack bonus increases by +1. For example, a mob with 100 hp and +1 to hit, will have an attack bonus of +11.
Staggered (Ex)
Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.
Mob Traits (Ex)
A mob is made up of a substantial number of small or medium creatures who are, for any reason, attacking in unison, whether mindlessly charging or marching into battle as a disciplined unit. It is possible to conceive of mobs of creatures of any size, up to and including Gargantuan, though how you came to hate your players so much as to inflict that on their PC’s, we would rather not know. Unless the Mob is largely composed of a single type (such as humans), spells and abilities which target a particular race do not work. Likewise, unless the Mob is made up of a specific type of alignment (such as a squad made up of Paladins, or a swarm of evil undead), spells and abilities which target a particular alignment do not work.
As a Mob it has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A Mob makes saving throws as a single creature.
A single Mob occupies a square of 30 ft, though it can expand to fill the same space as a creature of any size. A Mob can move through squares occupied by enemies and vice versa without impediment, although the Mob provokes an attack of opportunity if it does so. A Mob can move through spaces large enough for its component creatures. Larger Mobs are represented by several individual Mobs.
All Mobs have the special ability Mass Attack Bonus. A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking, except by another mob following the directions of a PC or NPC with the Leadership feat.
Reducing a mob to 0 hit points or less causes any remaining members to break ranks and flee, 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. Also, they cannot be tripped, grappled, or bull rushed, though they may bull rush if the maneuver can be organized by a leader, and individual members may grapple or trip a lone opponent in a square occupied by the mob on their own initiative.
A mob is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the mob has an Intelligence score. A mob takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
You may physically attack a Mob, and damage may be described as hitting several individuals during the space of one combat round. However, you cannot cause more than 30 damage with a single melee attack, as the effects of your fighting can not extend beyond your immediate area.
To turn a group of at least 30 creatures into a mob, a PC or NPC with the Leadership trait must succeed in a Diplomacy, Intimidate or appropriate Profession skill check. Use one third of the creatures’ total hit dice to calculate the hit dice of the mob, by multiplying the number by ten. The Leader may choose whether to join his mob or not; the Mob has a Strength, Dexterity and Constitution equal to the best scores in the group, and the Intelligence, Wisdom and Charisma of its Leader; if left without its leader, substitute the scores of the stupidest, most unwise and most uncharismatic members of the mob, and divide by the number of mobsters.
ECOLOGY
Environment any
Organization Mob
Treasure none
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