Mob, cultist firing line has advantage on saving throws against being charmed, frightened, knocked out or stunned
Mob, has disadvantage on dexterity checks
Firing line, when a natural 20 is rolled all damage is doubled, when a natural one is rolled everyone in 5ft as well as the line takes 3d6 fire damage, it's also vulnerable to all area of affect damage
Makes one ranged attack per 10 health
Action, ranged attack. Musket+7 to hit, range 100ft/300ft, 1 target. Hit 1d10+4 piercing damage
It cannot make a reaction attack
Description
Each 5 hp represents one cultist, they are weak and stand in two ranks, with the back rank firing over the shoulder of the front rank. When a nat one is rolled basically all the guns blow up in their faces. The reason it has an attack for every 2 (5 hp each) cultists is because on average when two of them fire their crappy muskets one of them doesn't miss fire and comes anywhere near hitting the enemy.
For every 2 cultists in the line give it another 10 hp and another attack, so you can use this template to represent 4 shooters or a 100. If you want to roll then each d6 rolled is the hp of each cultist and it's up to you to keep track of how many attacks it has per every 2 cultists. I would just stick 10 hp for one more attack and am using a base of 30 and 6 cultists.
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