Mob of Madness
Pseudonatural Human Commoner 1
CN Gargantuan outsider
Listen +2, Spot +2
6, touch 6, flat-footed 6
135 (30 HD)
acid 5, electricity 5
trample 2d6 (Reflex DC 25)
Str 11, Dex 10, Con 11, Int 10, Wis 10, Cha 10
alien form, mob traits
Improved Bull Rush, Improved Overrun, Iron Will, Toughness
Craft (various) or Profession (various) +4, Handle Animal +4, Listen +2, Spot +2
Alien Form (Su)
Other creatures receive a -1 morale penalty on attack rolls against a mob of madness due to its alien appearance and writhing form.
Expert Grappler (Ex)
A mob can maintain a grapple without penalty and still make attacks against other targets normally. A mob is never considered flat-footed while grappling.
Mob Anatomy (Ex)
A mob is not subject to critical hits or sneak attacks. It cannot be flanked, tripped, grappled, or bull rushed. Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the mob. A mob that gains 30 negative levels breaks up as if reduced to 0 hp. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward
or removed by restoration
), but they never result in permanent level loss. 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. A mob can occupy the same space as a creature, since it tramples over and moves around its victimes. It can move through squares occupied by enemies and vice versa without impediment, although a mob provokes an attack of opportunity if it does so. A mob can move through openings large enough for its component creatures.
Mob Traits (Ex)
A mob is treated as a single entity similar to a swarm, save that it is made of larger creatures. A mob reduced to 0 hp breaks up, although damage taken until this point does not degrade its ability to attack or resist attack. A mob is never staggered or reduced to a dying state by damage. Mobs don't make standard attacks. Instead, they deal 5d6 points of bludgeoning damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Mob attacks ignore concealment and cover. Damage reduction applies to mob attacks. A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied swaures can trample the crerature. A trampled creature takes 2d6 damage and can either make an attack of opportunity against the mob or can make a DC 25 Reflex save to take half damage.