Underlings

Underlings

The following underlings (minion/mooks for Pathfinder) have been created using Minotaur Games Rule Zero: Underlings rules.

Tavern Brawler (4)      Group CR 1 (1/4 each)
XP 400 (100 each)
N Medium humanoid (human)
Init +4
AC/CMD 11
Wound Threshold 2 hp
Kill Threshold 4 hp
Fort +1 Ref +0 Will +0
Speed 30 ft.
Full-Attack Melee fist +1 (1d3, 2 average, half damage if attacking as a standard action)
Full-Attack Ranged thrown bottle +1 (1d3, 2 average, half damage if attacking as a standard action)
Feat Improved Initiative
Skills Heal +5, Ride +5

 

Owlbear Cub (4)      Group CR 4 (1 each)
XP 1,200 (300 each)
N Medium beast
Init +4
AC/CMD 14
Wound Threshold 4 hp
Kill Threshold 9 hp
Senses darkvision 60 ft.
Fort +4 Ref +2 Will +2
Speed 30 ft.
Full-Attack Melee bite +6 (1d10, 5 average, half damage if attacking as a standard action)
Feat Improved Initiative
Skills Perception +8

 

Ice Elemental Monomental (4)     Group CR 1 (1/4 each)
XP 400 (100 each)
N Tiny Outsider (water, elemental, extraplanar)
Init +4
AC/CMD 13
Wound Threshold 1 hp
Kill Threshold 3 hp
Senses darkvision 60 ft.
Fort +0 Ref +0 Will +0
Speed fly 60 ft. (perfect)
Defensive Abilities improved AC; Immune elemental traits
Full-Attack Melee slam +0 (1d2, 1 average, half damage if attacking as a standard action)
Feat Flyby Attack, Improved Initiative
Skills Acrobatics +5, Fly +9, Perception +5, Stealth +8

Monomentals are small spherical balls of pure elemental matter that often accompany larger elementals or spill into the world in areas where the veil between planes is at its weakest. They fly in erratic patterns chasing one another like playful fey, only to suddenly stop dead in a slowly turning formation or pattern, and then resume a moment later. When provoked they repeatedly slam into their targets using flyby attack.