Strength in Numbers. The mob has a number of maximum hit points equal to the number of members it has multiplied by the hit point maximum of an individual. The number of members may also affect the size of the mob (see below)
- 2-4 members = 2x2 (Large)
- 5-9 members = 3x3 (Huge)
- 10-16 members = 4x4 (Gargantuan)
- 17-25 members = 5x5
- 26-36 members = 6x6
- 37-49 members = 7x7
- 50-64 members = 8x8
- 65-81 members = 9x9
- 82+ members = 10x10
AoE Susceptability. The mob takes 10x damage from effects that target an area, so long as over at least 50% of that area overlaps with the mob. If the mob is subjected to Turn Undead, the mob cannot move closer to the caster, and it has disadvantage on all attack rolls until the end of it's next turn. If the mob is subjected to Destroy Undead, use the group combat rules from the DMG to determine the number of failed saving throws (substituting DC for AC). The mob loses a number of hit points equal to individual HP x the number of failed saving throws - this damage cannot be reduced in any way.
Swarm. The mob can occupy another creature’s space and vice versa, and the mob can move through any opening large enough for a Medium humanoid. The mob cannot gain temporary hitpoints, and can only regain hit points with the addition of new members.
Chaotic. The area the mob occupies is considered difficult terrain for large or smaller creatures. In combat, the mob gets a reaction that it can take once on every creature’s turn. It can use this reaction only to make an opportunity attack, and creatures provoke an attack of opportunity when they move 5 or more feet within the area the swarm occupies.
Undead Fortitude. Any time the mob takes damage it must make a constitution saving throw equal to 5 + the damage taken, unless the damage was radiant or came from a critical hit. On a success, the damage that the mob takes is halved. The easier calculation is to roll a saving throw equal to the damage taken, but with a -2 modifier - this is a DDB rollable notation for that.
Multiattack. Calculate the number of remaining members of the mob based on its current hit points (current HP/individual HP, rounded up). It can make a number of attacks equal to this number, with a maximum attacks to an individual being based on the individuals size (see below). Use the group combat rules from the DMG if necessary.
- Medium: 8
- Large: 12
- Huge: 25
- Gargantuan: 36
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target occupying the same space as the mob. Hit: 4 (1d6 + 1) bludgeoning damage.
Description
The purpose of this statblock is to give necromancer-style players a more streamlined way of controlling large numbers of undead.
With this, the player needs only keep track of the number of members in the mob (which is dictated by how many spells they expend on Animate Dead at the beginning of the day) and from there they can calculate the mobs size and maximum hit points. When the mobs turn comes up in combat, there is a simple calculation (current HP/individual maximum HP, rounded up) to determine current member numbers, then the group combat rules from the DMG may be employed to run the round.
Strength in Numbers. This is an attempt to simplify the simulation of a mob on the board, with a scale based on the number of undead in it. I scaled it up past gargantuan because it is trivial for high-level casters to get more than 16 undead.
AoE Susceptibility. This is an attempt to ensure that wide-area effects and Turn/Destroy Undead are still a viable strategy against the mob.
Swarm. This is the standard Swarm text, with a caveat that it can regain hit points with the addition of new undead.
Chaotic. This is an attempt to make it so that walking through the mob isn't a simple process. It is to simulate the press of bodies around you slowing you down (unless you're big enough to ignore them), and to return a bit of power that is lost when multiple creatures are subsumed into one (namely the loss of multiple reactions).
Undead Fortitude. This one went through a few iterations. This was the most elegant solution I could find - it ensures that critical hits, radiant damage and high-damage attacks are still effective, while preserving the power of the zombie against small-moderate attacks.
Multiattack. This is the simplest way to generalize attacks. 5e already has group combat rules, so I am using them. The number of attacks are based on the assumption that there is the highest number of zombies surrounding a creature possible (keep in mind that it is possible to share the same space as a creature two or more size categories above/below your own, thus the spike in number when the target is huge/gargantuan).
Previous Versions
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11/23/2023 2:46:13 AM
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11/23/2023 2:53:45 AM
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12/5/2023 6:26:00 PM
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12/5/2023 6:33:31 PM
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