Crowd. The crowd can occupy another creature's space and vice versa, and the crowd can move through any opening large enough for a Medium commoner. The crowd can't regain hit points or gain temporary hit points.
Mob Mentality. While the crowd has more than half its hit points, its members are immune to the frightened condition. When at half of its hit points or less, the remaining members of the crowd might crack under pressure. A successful DC 15 Intimidation check will disperse the crowd. Depending on the situation and their attitude towards you, they might stand down, scatter or simply join another crowd.
Club (crowd has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., up to two targets. Hit: 10 (4d4) bludgeoning damage.
Club (crowd has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., up to two targets. Hit: 5 (2d4) bludgeoning damage.
Assimilate. If the crowd has half HP or less, and there is another crowd adjacent to it with half HP or less, they can combine as a bonus action, forming one crowd with their HP totals combined.
Description
A disorderly mob of commoners. Emboldened by their numbers, they have lost their sense of individuality. Whether magically beguiled, backed into a corner or just extremely angry, they are content with bashing their target to death until it stops moving. They lack training or equipment, but it matters not when there's so many.
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Posted Mar 4, 2022Well done, I was thinking of making THIS very same thing. Luckily I did a search and you've done the work :) I might include a Restraining action as well, since crowds love to catch and hold people down.