Hexed Press

A blog about roleplaying games, mostly but not entirely fantasy, hex crawls, sandboxes, game theory, and those games by TSR and Wizards of the Coast.

Return of the Mook

Return of the Mook

TLDR The peasants are revolting! Pull out your pitchforks and make your players fear the mob.

One thing I liked from the fourth edition of Wizards of the Coast’s RPG was the minion. I thought the concept was great though I didn’t necessarily agree exactly with the way they chose to implement it.

I wanted something closer to the idea of the mob of villagers/guards/petty thieves, etc.-- individually weak but dangerous en masse-- for either heroes to cut through like butter or to present a different sort of challenge than the normal sort of combatant.

Below is version 1.0 of what I am calling the mook. Enjoy!

The Mook Template

The mook template can be applied to any creature. The mook variant of the creature will become weak individually, only gaining power as part of a mob (see below).

The subject creature:

  • loses all of its former powers and abilities, attack, defense, save bonuses/penalties;
  • its hit points are reduced to 1;
  • it loses the benefit of any armor or shield, natural or otherwise (AC 10); and,
  • it loses the benefit of any wielded weapon (+0 to hit, 2 (1d4) damage).

It gains the following abilities:

  • Mob Rule: A mook is considered part of a mob (see below) if, at the start of its turn, it is adjacent to five or more other mooks.

The Mob

A mob moves and acts as a single creature, regardless of the number of individuals who make up its ranks. A mob is immune to both charming and frightening.

Armor Class: 10; Hit Points: Special, see below; Speed: Special, see below.

Abilities

STR DEX CON INT WIS CHA
* 1 (-5) * 1 (-5) 1 (-5) 1 (-5)

* Special. See below.

Strength in Numbers. A mob is only as strong as its membership. A mob must have at least six members. If the mob is reduced to less than six members, it is disbanded. A mob has an effective Strength and Constitution equal to 10 plus the size of the mob. For every point of damage the mob takes, one member is slain or incapacitated and the mob is weakened accordingly.

Any mook that starts the mob’s turn separated from the mob loses all benefits of the mob and the mob is weakened proportionate to the loss.

If at any time, the mob loses more than a quarter of its membership, the mob must make a death save or immediately disband (see below).

Actions

Bum Rush. Each member of the mob can move up to its full natural movement each turn, provided the mob ends its turn with each member in compliance with the mob rules (see above).

Gang Up. A mob can attack once for every three members. To attack, at least three members of the mob must be adjacent to the target. Melee Weapon Attack: +1 to hit per every three members of the mob, reach 5 feet, one target. Hit: the target is grappled and restrained.

Overwhelm. The mob rips into any creature that begins the mob’s turn grappled by it. Any armor worn by the creature takes a permanent and cumulative -1 penalty to the AC it offers as the mob rips bits of it off of the wearer. Once the armor has been destroyed, the creature takes 2 (1d4) damage per every three members of the mob. Note that, at the GM’s descretion, a suitably skilled artisan can reassemble and restore the broken armor assuming all the pieces of it are recovered.

Disband. If the mob is disbanded, the membership will immediately halt any actions, including combat, and surrender, flee or otherwise panic in disarray.

Reactions

Grabbing Hands. On a melee weapon attack miss against the mob, the attacker must make a Strength saving throw versus the mob’s Strength. On a failed save, the attacker is disarmed.

Mob Types

Personality Driven Mobs. These mobs have been formed and driven by a powerful or influential creature. Should that creature be destroyed or otherwise incapacitated or defeated, the mob will immediately disband. However, while the creature is capable, the mob makes any death saves versus disbanding at +4.

Emotionally Driven Mobs. These mobs are united by an overriding emotion: revenge, hatred, etc. Such mobs can be appealed to disband. The difficulty of any attempt is 10 + the size of the mob.

Fanatical Mobs. These mobs are so driven by their beliefs that they are exceptions to the rules above about disbanding. These mobs cannot be disbanded, only destroyed. Its members will continue to operate as a mob even if no longer in compliance with mob rules (see above).


Let me know on Twitter if you find it useful (or not) or if you have any suggestions or ideas.

Where applicable, the content of is article is subject to the Open Game License.