Power in Numbers. Any spell, effect, or attack that can target a number of creatures equal to or greater than the swarm's current hit points, divided by 4(rounded down), overcomes the swarm's resistances and immunities. Example: A spell that can target 5 or more creatures, overcomes the swarm's immunities if the swarm has 20 or fewer hit points.
In addition, any spell, effect, or attack that targets an area larger than the swarm's space, overcomes the swarm's resistances and immunities, but the entire swarm must remain contained within that area or else the effect ends or doesn't affect the swarm.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can't regain hit points or gain temporary hit points. Extracting a commoner from the swarm reduces the swarm's hit point total by 1d8+6, down to a minimum of 10 hit points, at which point none more can be extracted.
Multiattack. The swarm makes two melee attacks or two ranged attacks. The swarm loses this feature if the swarm has half of its hit points or fewer (50).
Clubs. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (5d4+3) bludgeoning damage. The damage is halved if the swarm has a quarter of its hit points or fewer (25).
Stones. Ranged Weapon Attack: +5 to hit, range 20 ft./60 ft., one target. Hit: 15 (5d4+3) bludgeoning damage. The damage is halved if the swarm has a quarter of its hit points or fewer (25).
Mob Mentality. If the swarm becomes enraged or offended, it can enter a frenzy as a bonus action. While in a frenzy, the swarm designates a single creature as the pariah and becomes hostile towards it. For the duration of the frenzy, the swarm pursues the pariah at all costs and has advantage on all attacks made against it. As a bonus action, the swarm can designate a new pariah, removing the previous designation. The swarm can choose to end the frenzy at any time.
Description
Swarms of commoners can be seen in every settlement, crowding together at centers of commerce, squirming and shoving past one another on packed streets to buy food and wares, among other essentials. Watching these swarms from a rooftop will certainly prompt one's thoughts toward making comparisons between the commoners mulling about and ants devouring a decaying carcass.
Most commoners are harmless, if not accommodating, but sometimes can become quite dangerous if provoked a certain way.
Commoners who reside locally can often be bullishly sanctimonious, especially the visible ones. And when someone disobeys a custom, disrespects a tradition, or commits some kind of taboo offense, the rumors begin circulating. As hearsay passes from mouths to ears, the whispers gradually become chants that fill the streets, and those words whip swarms of commoners into frenzies.
Drawing the ire of a swarm of commoners can result in a tense public confrontation that begins with angry shaming. After that, things can easily escalate to acts of violence. Commoners fight in a shambolic way, hurling sand and stones they pick up off the ground, and wielding everyday tools and all manner of objects as weapons.
A skilled charlatan can exploit a swarm's emotions and direct an angry mob to attack their enemies unquestioningly. And once convinced that a transgression has occurred, a swarm of commoners cannot be easily persuaded to believe otherwise. But commoners can be fickle, and a stirring voice of reason, or a compassionate sermon can sometimes bring clarity to a situation that has spun horribly out of control. Seeking help from a respected noble, or a well-liked priest are just a few ways to chase off a frenzied swarm of commoners.
Comments