Torches. The mob casts bright light up to 30 ft. away and dim light for 30 ft. beyond that.
Mob. The mob can move through any opening large enough for a medium creature to pass through. The mob can't regain hit points or gain temporary hit points. If the mob regards a creature as an ally or a neutral entity, the creature can move through the mob's space without impeding movement or incurring damage. If the mob regards a creature as an enemy and the creature tries to move through the mob's space, they must succeed on a DC 13 Athletics contest to do so and the spaces occupied by the mob are considered difficult terrain.
Each time a hostile creature ends its turn within the mob's space, they take 2d4 bludgeoning damage.
Strength in Numbers. Upon reaching half hit points, the mob becomes Frightened of their last attacker and attempts to flee to the nearest mob. Upon reaching another mob, this mob is removed from play and the other mob gains hit points equal to this mob's remaining hit points.
If no other angry mob is in the area, the mob breaks into 10 humanoid commoners who disperse and flee.
Mob Mentality. Any creature attempting to sway the mob by charismatic means has disadvantage on their ability check. If a spell is used to affect the mob's mindset and requires a saving throw, the Mob has advantage on the roll. Attempts to sway the mob with violence or intimidation automatically fail and attract the mob's wrath.
Multiattack. The mob makes four attacks per turn.
Torch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (3d4 + 3) bludgeoning damage + 3 (1d6) fire damage. Damage is halved if the mob is under half HP.
Stones. RangedWeapon Attack: +2 to hit, range 20/40 ft., one target. Hit: 7 (3d4) bludgeoning damage. Damage is halved if the mob is under half HP.
Assault. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (3d6) bludgeoning damage. On a hit, the mob may choose to grapple the target instead of dealing damage and pull the target into the mob's space, or shove the target prone if already grappled. Damage is halved if the mob is under half HP.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/8/2020 8:32:34 PM
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8
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4
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5e
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Coming Soon
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Posted Jun 8, 2020