Mob. 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 can’t regain hit points or gain temporary hit points.
Mob Mentality. For all practical purposes, any ally of the mob within 5 feet of it is part of the mob, meaning the mob occupies its space and the ally’s space simultaneously.
If the mob's ally is another angry mob, they have their own turns, but share an initiative, acting on the lowest initiative rolled between them. An ally that isn't another angry mob may take its own turn on its own initiative.
Effects that encompass all the mob's space ignore the mob's damage resistances and condition immunities.
Torchlight. The mob sheds bright light in the area within 20 feet of it and dim light for an additional 20 feet.
Improvised Weapons. Melee Weapon Attack: +6 to hit, reach 0 ft., one target in the mob’s space. Hit: 24 (8d4 + 4) damage, or 14 (4d4 + 4) damage if the mob has half of its hit points or fewer. The mob can choose what type of damage each d4 deals from the following types: bludgeoning, piercing, or slashing damage. The mob can choose to deal fire damage with one of the d4s.
If the mob is subjected to an effect that extinguishes open flames, its torches go out and it loses its Torchlight trait and the ability to deal fire damage until it spends an action to relight its torches.
Seize. The mob tries to grab any number of targets in the mob's space. The mob makes a Strength (Athletics) check contested by each target's choice of a Strength (Athletics) or Dexterity (Acrobatics) check. The mob succeeds automatically if the target is incapacitated. If the mob succeeds against a target, the target is grappled by the mob (escape DC 14).
Bind. The mob attempts to restrain any number of targets in the mob's space with hempen rope. A target must succeed on a DC 14 Strength or Dexterity saving throw (target's choice). A grappled target makes this saving throw with disadvantage. On a failed save, a target is restrained (escape DC 17).
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Unimposing figures on their own. But when pushed too far, commoners may band together to rise up against whatever has stirred them to outrage. What a mob lacks in discipline and skill, it makes up for in sheer numbers and mindless desperation.
-
View User Profile
-
Send Message
Posted Oct 22, 2020Love this. Its awesome.