Mob of Vilagers (5e Creature)
Mob of Villagers[edit]
Large group (Humanoid), any alignment Armor Class 9
Saving Throws Int +3, Wis +4, Cha +6 Viva la Revolution. This group needs persuasion to become stronger and eventually show their true strength. This persuasion is expressed as "Revolution stacks". A player can spend an action to make a Persuasion check of DC14 to add a Revolution stack, adding 2 stacks on a Nat 20 regardless of modifiers. A player can spend an action to make an Intimidation check of DC14 to remove a Revolution stack, removing 2 stacks on a Nat 20 regardless of modifiers. If 10 damage or more is done to this creature, a villager dies. If the Mob of Villagers has less than 10 Revolution stacks when this happens, a stack is removed. If the Mob has 10 or more stacks when this happens, a stack is added. The maximum amount of Revolution stacks is 20. If stacks are added causing the Revolution to exceed 20, the amount of stacks count towards the amount of attacks the mob of villagers is allowed to take during their next turn. If stacks are removed causing the Revolution to become less than 0, the Mob of Villagers disbands and they flee. Raging Fury. The vilagers can move 10 feet further for every 4 Revolution stacks they have, for a maximum of 80 feet. However, the Vilagers might hurt themselves during this. Whenever moving more than 30 feet, they recieve 1d10 Blunt damage.
ACTIONSPitchfork. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) Piercing damage. If Torch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) Fire damage. Burns all flammable objects. Trample. Melee Attack: +6 to hit, reach 5 ft., any amount of targets. Hit: 7 (2d6) Blunt damage. The target makes a dexterity saving throw of DC 10, falling prone on failure. This attack deals 1d8 extra damage and increases the DC by +1 for every 4 Revolution stacks it has, for a maximum of 30 (2d6+5d8) Blunt damage. Stone Toss. Ranged Attack: +1 to hit, reach 30 ft., any amount of targets. Hit: 11 (1d20) Blunt damage. Chant. Spell: Any enemies to the Mob of Villagers must make a DC 12 Charisma saving throw or be frightened during their next turn. The DC of this spell increases by +1 for every 5 stacks of Revolution it has, for a maximum of DC 16. Tend to the Wounded. The wounded villagers retreat to the middle of the mob, and get treated by whatever doctor may be in the pack. The Mob of Villagers heals 4d4 hp. Due to having less manpower, the Mob of Villagers' next attack deals half of the hit points healed rounded down less damage.
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A Mob of Villagers is a collection of Villagers in uprising. This group of villagers contains people unhappy with whatever is going on. A creature like this spawns whenever a group of villagers starts a violent protest, acting as a single, strong creature rather than a bunch of weaker creatures. A mob like this is difficult to stop through shear force alone, so if you want to stop a mob like this, a combination of intimidation and deception is advised. You can also use the rage of this Mob of Villagers to eliminate other creatures. |
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