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.
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)
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
Speed 30 feet
Melee slam +4 (1d6+4)
Space 30 feet; Reach 5 feet
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
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.
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.
Environment any
Organization Mob
Treasure none
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