Mooks

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Mook Statistics by Level
Level Low HP High HP Saves Attack Bonus AC # of Attacks Ability DCs Skill Modifier UAM
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

For a given EL, there exists a sweet spot for flunkies, minions, and peons. These rules are used explicitly for the extremely rapid creation of monsters for simple encounters, throw-away additions to other encounters, and things like city guards attacking that you may simply not have planned for. When using mooks, keep several details in mind:

  • Mooks do not have a KOM or KDM. Instead, they use the number in the UAM (Universal Ability Modifier) column, below.
  • Every mook has an Archetype that defines their role, speed, inherent attack range and damage, and whether their maximum hit points are based on the High or Low HP column. The attack described in each mook Archetype is considered an Unarmed Strike for the purposes of all abilities and effects. If a mook gains a weapon through an ability or effect, that weapon's base damage is replaced with the damage for this attack.
  • A mook's attack bonus, AC, saves, and the DC of any abilities they possess is based on the table. They also gain a bonus indicated on the table to three skills which are considered trained skills, except it does not grant them skill ranks in these skills. These are in addition to any other bonuses.
  • A mook can make a number of attacks during an attack action as indicated on the table.
  • Mooks have ability scores, but never add their ability modifiers to skills, saves. or DCs, nor do they gain the special benefits of Strength and Constitution. They use the following array, assigned however you choose: 16, 16, 10, 8, 8, 8.
  • Mooks do not gain feats or items and only some mook Archetypes have tracks.
  • Mooks have whatever creature type you see fit to grant them and are considered to have a BAB equal to their level, except it does not grant them any bonuses to attack rolls, AC, or additional attacks on an attack action.
  • Armed Mooks: If you wish to reflect armaments in a mook’s possession, you can make it an Armed Mook, granting it the benefits of one or two weapon properties. Additionally, an Armed Mook can be disarmed. If an Armed Mook is disarmed, it loses its weapon properties, its attack range becomes [Melee], and the damage per level from its archetype is halved while disarmed.