Kroak Fevered Mob

Fevered Kroak Mob
Mob Monster, XP 1600 per Group (5 Kroaks)
Level 8 (+4)
"No! Surrounded, but how? The lake seemed so peaceful! It would seem we stumbled into a den of sin and monstrosity."
——Tasader, Human Explorer
The Kroak are dangerously fanatical worshippers of demon kind, and often work themselves into a frenzy when in pursuit of victims for their heinous religion. When combining their strength, they are even capable of manifesting elemental powers to strike down their foes, a gift granted by their dark master. When this fails, they gleefully default to leaping upon their enemies as a swarm, attempting to stab and bite them to death, basking in the power of their unruly frenzy.
Awareness
24
Senses
Darkvision, Ultravision, Motion Sense*
Initiative
15/1d10
Hitpoints: 8
Healing Value: 1
Resilience: +3
Morale
1
AC
20/20
Touch
18
Fort
17
Reflex
18
Will
14
Defenses
Resistances: Lightning (50%). Immune Charm, Paralysis, & Poison.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
15 / 18
DEX
10 / 13
CON
13 / 16
INT
13 / 14
WIS
10 / 11
CHA
8 / 9
Saving Throw Modifiers: +10 vs Confined, Entangled, or Restrained, +10 vs Mind-Affecting
REC
Actions (+3 AP)
Standard Attacks (2 AP)
+10 vs AC
Mob Attack [Lunge, Charge]
Make one attack on each target adjacent to one or more Fevered Kroaks. On a hit, deal 1d6+2 Piercing damage. Gain a +1 bonus to the attack roll and a +5 bonus to damage for each additional Kroak (beyond the first) adjacent to the target. (Basic)
+8 vs Reflex
Bolt of Zealotry
Two or more adjacent Kroaks join hands and issue forth a volatile bolt of lightning. Make an attack on a single target. On a hit, deal 2d8+2 Lightning damage. Gain a +1 bonus to the attack roll and a +1d8 bonus to damage for each additional Kroak (beyond the first two) joining the attack. (Basic)
1d8+4 Bludgeoning damage
Grapple +8
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Swim
30 ft
Overland Movement
30 mi/day
Qualities
  • Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
  • Fevered: +2 Power bonus to Str and -2 penalty to Wisdom. Additionally, gain a +10 Racial bonus to Saving Throws against abilities with the Mind-Affecting keyword. (inc)
  • Sunlight Sensitivity: When first exposed to Sunlight (or similarly bright light), the Kroak is Blinded for 10 segments. Thereafter, the Kroak suffers a -2 penalty to attacks and defenses and a -5 penalty to Spot checks and Awareness.
  • Motion Sense: Whispers from their Divine creations alert Kroaks to the motion of all beings around them, giving them the supernatural ability to sense motion. This allows them to perceive any moving creatures near them, even invisible creatures or those on tangential planes (such as Ethereal or Shadow creatures). Their motion sense is blocked by physical barriers (such as walls) and weakens significantly at ranges beyond 200ft. Only a creature that stands perfectly still (i.e. even holding their breath) can avoid detection by Motion Sense (but may still be perceived via other senses).
  • Ultravision: This creature can see in the Ultraviolet spectrum.
  • Slimy Skin: +8 Racial bonus to Escape. They may also use their Escape skill in place of their Grapple check when defending against being Grabbed. Additionally, they gain a +10 Racial bonus to Saving Throws against the Confined, Entangled, and Restrained status effects (inc).
  • Amphibious: Can breath natural in water as well as on land. It is also an expert swimmer, gaining a +8 racial bonus to Swim. (inc)
  • Fanatic: Kroaks are fanatic and unlikely to abandon their course of action. There morale threshold is therefore higher than normal at -2. (inc)
  • Kroakan Resistance: Resistance to Lightning damage. Immune to Charm, Paralysis, and Poison. (inc)
  • Keen Senses: +4 Racial bonus to Spot, Listen and a +8 Racial bonus to Awareness. (inc)
  • Kroakan Heartiness: +1 Racial bonus to Fortitude. (inc)
  • Natural Armor: AC +1/+1
Skills: Rank 3 Escape [+12], Rank 1 Stealth [+0], Rank 3 Swim [+13], Rank 2 Listen [+9], Rank 3 Spot [+11], Rank 2 Fishing [+4], Rank 1 Survival [+3], Rank 1 Investigate [+3], Rank 2 Coercion [+6], Rank 4 Aloofness [+8], Rank 4 Bravery [+8], Rank 1 Intuition [+3], Rank 2 Suspicion [+5]
Feats: Improved Attack
Philosophies: Rank 1 Mental, Rank 3 Physical
Combat Training: Melee 2, Ranged 1, Parry 2, Fort 1, Reflex 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Heavy Shield, Shortspear, Net
Charm
0
Coercion
+6
Deception
0
Manipulation
0
Persuasion
+1
Aloofness
+8
Bravery
+8
Intuition
+3
Tolerance
-1
Suspicion
+5
Social
Composure: 13
Languages: Undercommon
Motives:
Prejudices:
  • Drow: Fear 1, Hate 1