Mob of Vilagers (5e Creature)

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Mob of Vilagers[edit]

Large group (Humanoid), any alignment


Armor Class 9
Hit Points 1 (0d10 + 0)
Speed 30 feet


STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 13 (+1) 11 (+0) 12 (+1) 16 (+3)

Saving Throws Int +3, Wis +4, Cha +6
Skills Intimidation +9, Perception +4
Condition Immunities prone, stunned, paralyzed, petrified
Senses passive Perception 20
Languages
Challenge 5 (0 XP)


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 vilager dies. If the Mob of Vilagers 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 any more are added, the Mob of Vilagers is allowed to act out of turn.

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.


ACTIONS

Pitchfork. 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) Piercing 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 13, falling prone on failure. This attack deals 1d8 extra damage and increaces 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.

Tend to the Wounded. The wounded vilagers retreat to the middle of the mob, and get treated by whatever docter may be in the pack. The Mob of Vilagers heals 4d4 hp. Due to having less manpower, the Mob of Vilagers's next attack deals half of the hitpoints healed rounded down less damage.


A Mob of Vilagers is a collection of Vilagers in uprising. This group of vilagers contains people unhappy with whatever is going on. A creature like this spawns whenever a group of vilagers starts a violent protest, acting as a single, strong creature rather than a lot 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 Vilagers to eliminate other creatures.

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