Commoners


Commoner

Medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses Passive Perception 10
  • Languages Common
  • Challenge 0 (10 XP)

Power of the Mob. When making Strength (Athletics) checks and Wisdom saving throws to avoid being Frightened, the commoner rolls an additional d20 for each other commoner adjacent to it and takes the highest result rolled.

Actions

Improvised Weapon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Trample. Target prone creature within 5 feet of the commoner takes 1 bludgeoning damage for each commoner adjacent to the target.

Commoner Lore

Nature DC 10: People, even adventurers, are fragile things, endowed with more strength than durability. A wise warrior never fights when outnumbered, even by unskilled opponents. History DC 15: The common wisdom regarding the decreased rationality brought on by "mob mentality" is little more than long-since debunked reactionary propaganda. In any sort of mass action, there are many subgroups and unaligned individuals pursuing conflicting goals; rarely is any crowd aligned to a single goal without a clear threat of violence to each individual to unify them.


Angry Mob

Huge swarm of Medium humanoids (any race), any alignment


  • Armor Class 10
  • Hit Points 63 (14d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses Passive Perception 10
  • Damage Resistances Damage from Attacks
  • Condition Immunities Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Languages Common
  • Challenge 2 (450 XP)

Tide of Numbers. When the mob moves, each creature in the mob's space must succeed on a DC 12 Strength saving throw or be moved with it.

Crushing Bodies. A prone creature that starts its turn in the mob's space must succeed on a DC 12 Strength saving throw or have its movement reduced to 0 until the end of its turn.

Swarm. The mob can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a medium creature. The mob can't regain hit points or gain temporary hit points.

Actions

Improvised Weapons. Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 17 (6d4 + 2) bludgeoning damage. If the mob has more than half of its hit points, the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Trample. Each prone creature in the mob's space takes 1 bludgeoning damage for each 5 hit points the mob has.

Rally the Peasants

Jaime Jones

Art Credits

  • Rally the Peasants by Jaimie Jones
  • Bisk, Goblin King by Rae Elderidge

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