Horde. The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium commoner. Additionally, the horde is immune to any spell or effect that would alter its form.
Reactive. The horde can take one reaction on every turn in combat.
Stampede. When the horde moves through the space of a Large or smaller creature, the horde can force the creature to make a DC 13 Strength saving throw. On a failed save, the creature is knocked prone.
Untrained, untested. The mob are not seasoned fighters. The mob's morale will be tested if any of the following occur:
- The mob is surprised.
- The mob is reduced to half its hit points or fewer for the first time in the battle.
- The mob fails to do any damage on its turn.
- The mob sees an allied unit reduced to 0 hit points.
- The mob has more than three enemy units adjacent to it.
To test the mob's morale, it must make a DC 10 Wisdom saving throw. If multiple morale tests apply, the saving throw is made with disadvantage.
Multiattack. The horde makes two attacks, or one attack if the horde has half its hit points or fewer.
Pitchfork. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) piercing damage, or 7 (1d8+3) if it has half its hit points or fewer.
Torch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 6) fire damage, or 5 (1d4+3) if it has half its hit points or fewer.
Rock. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 10 (2d4 + 6) bludgeoning damage, or 5 (1d4+3) if it has half its hit points or fewer.
Comments