Gargantuan Swarm of Medium humanoids, Any Chaotic Alignment
Armor Class 8
Hit Points 100 (10d20)
Speed 20 ft.
STR
20 (+5)
DEX
8 (-1)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +8
Skills Athletics +8, Intimidation +5, Persuasion +5
Senses Passive Perception 9
Languages Any one language (usually Common)
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Mob. The mob can occupy another creature's space and vice versa, and it can move through any opening large enough for a Medium humanoid. The mob counts as difficult terrain for any hostile creatures in its space. The mob can't regain Hit Points or gain temporary Hit Points. Any effect which targets more than half of the mob ignores the mob's condition immunities.

Morale. At the end of the mob's turn, roll d100. If the result exceeds the mob's remaining Hit Points, its morale is tested and must succeed on a DC 10 Wisdom saving throw or become frightened. If a frightened mob fails a morale test, it immediately disperses. On a success, the condition ends. 

Protest. The mob uses its Strength modifier in place of Charisma when using Intimidation or Persuasion

Rhetoric. The mob's mentality is susceptible to rhetoric. Attempts to influence the mob vary in difficulty depending on the goal. Easy: Stoke or incite the mob. Medium: Redirect or distract the mob. Hard: Appease or befriend the mob. Very Hard: Dissuade or disperse the mob (on a success, the mob's morale is tested). 

Torchlight. The mob sheds bright light in the area within 20 feet of it and dim light for an additional 20 feet.

Actions

Raze. When the mob assaults a structure, advance a clock by 1d4. The number of segments on the clock is determined by the structure's size and building materials. When the clock is filled, the structure is breached or destroyed. 

Riot. All targets within 20 feet of the mob must succeed a DC 15 Strength or Dexterity saving throw or take Xd4 nonmagical bludgeoning, piercing, slashing, or fire damage, where X is the mob's hit points ÷ 10. Targets at range or in cover make this save with advantage and take half as much damage on a failure. (10d4) (9d4) (8d4) (7d4) (6d4) (5d4) (4d4) (3d4) (2d4) (1d4)

Seize. All hostile creatures in the mob's space must succeed a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or become restrained. Creatures restrained in this way can use their action to repeat the check at the start of their turn, ending the condition on a success. 

Trample. Whenever the mob takes the Dash action, any Medium or smaller creatures which occupied the mob's space during this turn must succeed a DC 15 Strength saving throw or fall prone and suffer(5d10) bludgeoning damage. Any prone creature that starts its turn in the mob's space must repeat the saving throw before it can stand. 

Reactions

Denounce. A rabble rouser decries rhetorical attempts to influence the mob, imposing disadvantage on the check. 

Rally. A rabble rouser attempts to rally the mob's morale when it is tested, granting advantage on the save. 

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. While not much of a threat on their own, commoners can be extremely dangerous in large groups. When they form an angry mob, they wield improvised weapons such as torches, pitchforks, and stones.

Monster Tags: NPC

Habitat: Urban

JadeRavens

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