Medium Humanoid, Unaligned
Armor Class 10 Unarmored
Hit Points 1 (1d4)
Speed 45 ft., Climb 60 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
3 (-4)
WIS
3 (-4)
CHA
3 (-4)
Skills Acrobatics +2, Athletics +2, Perception +2, Stealth +2
Condition Immunities Charmed, Frightened, Unconscious
Senses Passive Perception 16
Languages None
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Horde Strike. When a Common Infected makes an Attack, they can choose to gain a bonus to their Attack bonus and Damage. For each Common Infected adjacent to the target they gain a +2 to the attack roll and a +1 bonus to the damage dealt, to a maximum attack bonus of +14 and damage of 7.
Once a creature has been attacked with the bonuses of this trait, whether the attack hits or misses, they then cannot be targeted with an attack using this trait until the end of their next turn.

Swarming. If a target is damaged by this creature, and there are at least 2 other creatures with this trait adjacent to the target, then the targets speed is reduced by 15 feet until the end of their next turn. This effect does stack.
Variant: The targets speed is reduced to 15 feet until the end of their next turn. An additional trigger of this trait reduces the targets speed to 0 until the end of their next turn.
Variant: This effect does not stack.

Fodder. This creature automatically fails all saving throws, and has 1 hit point.
This creature is immune to any and all effects that would dictate a course of action.

Easily Distracted. If a loud noise happens, at the DM's discretion, roll 8d4 and multiply the result by 10. This value is the area the noise is heard, in feet. Common Infected within range are immediately distracted, moving up to their speed towards it on their next turn.
If the noise is ongoing, Common Infected will stay distracted and swarm around the source of the noise, ignoring anything else unless they are directly adjacent.
If a Common Infected is somehow unaware of a creatures presence, a bright light will immediately alert them.
The DM can also choose to roll more or less dice, change the die size, or just choose a fixed range.

Uncommon Variants. Common infected can come in variants, less common than their swarming counterparts. You can roll a d6 for uncommon infected if you want.
1, CEDA: A CEDA infected is immune to fire damage.
2, Fallen: A Fallen infected has 3 hp, can only take 1 point of damage at a time, has loot of a rough minimum value of 250gp. Runs from a fight upon taking damage.
3, Noisemaker: Other common infected follow the Noisemaker, agitated immediately, targeting only what the Noisemaker attacks until it dies.
4, Mudman: A Mudman infected has advantage on attack rolls when in muddy water at least 3 feet deep. Melee attack rolls against a Mudman have disadvantage.
5, Worker: A Worker infected does not have the Easily Distracted trait.
6, Security: A Security infected is immune to Bludgeoning, Piercing, and Slashing damage if they are not Prone or Flanked.

Actions

Unarmed Striking. Melee Attack: +2 to hit, reach 5 ft., 1 target. Hit: 1 (Bludgeoning/Piercing/Slashing) damage.
If this deals 1 damage, and the target is resistant to the appropriate damage, the target takes no damage.

Reactions

Repeated Strikes. When making an Attack of opportunity, a Common Infected also reduces the speed of the target by 15 feet until the end of the targets turn.

Description

It is recommended to use the cleave rule in the Dungeon Masters Guide when using this enemy.

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

When determining what damage Commons deal, you can simply roll a d6 if you cannot decide. 1-2 deals Bludgeoning, 3-4 deals Piercing, 5-6 deals Slashing. They either beat with fists and kicks, bite or stab with nails, or scratch with said nails.
-
Common Infected are Viral zombies, not animated by magic beyond death, but rather driven to insanity with an infection.
They sprint, uncaring for sprained ankles or broken legs. They strike mindlessly, untrained, blindly swinging their arms. They wander aimlessly, left in their own headspace, delirious and easily irritated by bright lights and loud noises, often vomiting from the stench of the bodies that line the ravaged area.

A common infected is beyond being saved. Their mind, memories, higher functions, all gone. All that's left is a mindless body, only vaguely human when observed from afar.
Upon seeing an uninfected humanoid, commons get filled with a rabid fury, sprinting directly at their newfound hatred, even instinctively leading the target to cut them off.

The swarms of commons are understated, the cacophony of footsteps heading around a corner often the object of sleepless anxiety for any who survive an encounter with these victims.

When using this enemy, consider their nature, humanoids infected by a viral strain rather than the school of necromancy.
A rabid fury drives them, no other purpose. They wander streets aimlessly, staggering and delirious, leaning on walls, lying down. Puking from the sickness, fighting amongst each other after brushing against one another, the tiny irritation to their oversensitive minds setting them into a retaliatory fight, one victor then calming down, continuing as normal. There is no mind to pay attention to the murder they just committed, they were irritated, fought, and moved on.

Bright lights and loud noises are painful to commons, driving them to destroy the source - An explosion, a beeping, a torch, the sun. All irritants, driving them to misery, lashing out at anything uninfected.

This is a Fodder enemy, not a main foe. This is something where a single entity is a narrative encounter, and a horde is a holdout. Do not wade into the beating arms.

However, with terrible eyesight, sneaking by Commons could be a viable strategy. It is an approximate range, of course, but while light not of the sun almost blinds and definitely enrages them, they don't become alert until hearing an alarming sound, or seeing an uninfected humanoid around 25 feet away, give or take some.
When alert, their eyesight seems a bit better, as they focus on their now singular goal, able to see just as well as any other.

Previous Versions

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