Size/Type:Gargantuan Undead
Hit Dice: 30d12 (195 hp) Initiative: +0
Speed: 20 ft. (6 squares)
Armor Class: 11 (+1 Dex, +2 natural, +2 heavy steel shield, -4 size), touch 7, flat-footed 10
Base Attack/Grapple: +15/+27
Full Attack: Scimitar +1 melee () or 2 claws +1 melee (1d4+1)
Space/Reach: 20 ft./5 ft.
Special Attacks: —
Special Qualities: Expert Grappler, Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +9, Ref +10, Will +17
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Improved Initiative
Environment: Temperate plains
Organization: Any
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
Hit Dice: 30d12 (195 hp) Initiative: +0
Speed: 20 ft. (6 squares)
Armor Class: 11 (+1 Dex, +2 natural, +2 heavy steel shield, -4 size), touch 7, flat-footed 10
Base Attack/Grapple: +15/+27
Full Attack: Scimitar +1 melee () or 2 claws +1 melee (1d4+1)
Space/Reach: 20 ft./5 ft.
Special Attacks: —
Special Qualities: Expert Grappler, Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +9, Ref +10, Will +17
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Improved Initiative
Environment: Temperate plains
Organization: Any
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —
Expert Grappler (Ex): A mob can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.
Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. 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 negative levels equal to its Hit Dice breaks up as if reduced to O hit points. 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 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 evocation spells.
Trample (Ex): A mob that simply moves over a creature and doesn't end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes damage equal to 2d6 points + 1-1/2 times the mob's Strength modifier. The victim can either make an attack of opportunity against the mob or make a Reflex save (DC 25 + the mob's Str modifier) to take half damage.
Mob Anatomy (Ex): A mob has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A mob cannot be flanked, tripped, grappled, or bull rushed.
Unlike standard swarms, mobs are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a mob. 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 negative levels equal to its Hit Dice breaks up as if reduced to O hit points. 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 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 evocation spells.

