Medium Humanoid (Human), Any Alignment
Armor Class 10 Natural
Hit Points 75 (10d12 + 10)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
8 (-1)
CHA
11 (+0)
Skills Perception +1
Senses Passive Perception 11
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Area Weakness. Enter the description for your special trait.

Mob. The Mob can occupy another creature's space and vice versa, and the swarm can move through an opening large enough for a Medium Humanoid.  The swarm can regain hit points or gain temporary hit points.

Mob Mentality. Upon reaching half hit points (37), the mob becomes Frightened of its last attacker and attempts to flee to the nearest angry mob.  Upon reaching the other angry mob, this mob is removed from play and the other mob gains hit points equal to this mobs remaining hit points.  If no other angry mob is visible on the battlefield, the angry mob will attempt to flee and disperse.

Actions

Multiattack. The Angry Mob makes two attacks, which can be any of its attacks, but it cannot use the same attack twice on a turn.

Pitchforks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage, or 7 (1d6+4) piercing damage if the mob has half of its hit points or fewer.

Stones. RangedWeapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) bludgeoning damage if the mob has half or fewer hit points.

Grab. The angry mob attempts to grab all creatures within 5 feet of it.  Those creatures must succeed a DC14 Strength (Athletics) or Dexterity (Acrobatics) check or become Grappled by the mob.

Apprehend. The angry mob attempts to knock prone all creatures that it has grappled.  Those creatures must succeed a DC14 Strength (Athletics) or Dexterity (Acrobatics) check or be knocked Prone.

SkendarFirelord

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