Mob of Angry Villagers

by Hyperdrift

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Mob of Angry Villagers


When it seems that the heroes can easily overpower a simple baddie, suddenly a mob of angry villagers appears and things get quickly out of hand.

The mob of angry villagers makes for a nuanced foe because if the heroes simply attack without restraint, they are more-or-less attacking ordinary people, and they will have to deal with the moral consequences if they murder all these villagers. On the other hand, the mob destroys property, steals from player characters, and deals damage.

The mob also makes for a fun enemy with hilarious legendary actions.

Or, use the mob when players do ridiculous things with seeming impunity to bring a dose of reality to the game, such as when a simple disagreement or altercation in a tavern gets out of hand or a thief player fails a sleight of hand check.

Mobs form of unpaid bills, rumors, superstitions, the machinations of local religious and civic authorities, sinister spells or mysterious arcane artifacts. If players discover and deal with the cause of a mob, it may simply disperse.

The mob is also a great way to kick off an adventure, where PCs are sitting around campfire and soon end up in jail.

Tip: The mob's stats can be scaled to any challenge rating (CR).


Mob of Angry Villagers

Huge Humanoid Swarm, Chaotic Evil


  • Armor Class 12
  • Hit Points 75 (15xCR+15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 12 (+2) 8 (-1) 14 (+2) 12 (+2)

Saving Throws Str +5, Chr +5 (+3+CR/2)
Skills Perception +5, Insight +5 (+3+CR/2)
Damage Resistances bludgeoning, piercing, slashing Condition Immunities prone, grappled, restrained
Senses Darkvision to 60 ft., Passive Perception: 15
Languages Common, or per region
Challenge Rating 4 (or choose)


Mob Mentality. While the cause of the mob's agitation is visible or audible, the mob deals +2 damage to melee weapon attacks (included in attack total) and has advantage on saving throws to avoid or end the charmed or frightened condition.
Swarm. Damage dealt by the mob is reduced by half when the mob is below half of max HP.
Siege Monster. The mob deals double damage to structures.
Legendary Resistance (CR/7 /Day). If the mob fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The mob makes two pitchforks and staves attacks and one nab 'em attack, or else one lob stones or burning barricade attack instead of the melee options.
Pitchforks and Staves. Melee weapon attack: +6 (4+CR/2) to hit, range 5 ft., one target. Hit: 2d6+5 (CR/2 d6+CR) piercing damage on a hit.
Nab 'Em Melee weapon attack: +6 (4+CR/2) to hit, range 5 ft., one target. Hit: the creature is restrained. Lob Stones All hostile creatures within 30 ft. of the mob must attempt a Dexterity saving throw of DC 13 (11+CR/2) or suffer 2d6+5 (CR/2 d6+5) bludgeoning damage, or half on a successful save.
Burning Barricade (1/Day). The mob places gathered objects and lights them on fire. The barricade is 5ft. high and up to 15ft. wide and the flames rise to 10ft. The barricade is difficult terrain and deals 3d6 fire damage to any creature that passes through it, or half damage on a successful DC 13 (11+CR/2) Dexterity saving throw.


Reactions

Subdue. If a restrained creature attempts to escape and fails, the mob makes a pitchfork and staves attack at the restrained creature.
Defend the Boss. When a "boss" creature the mob reveres takes damage, the mob can move up to its speed and attempt to pull creatures away from the boss. Each hostile creature within 10 ft. of the boss must succeed on a DC 13 (11+CR/2) Strength saving throw or be moved back 10 ft. and fall prone.

Legendary Actions

The mob can take a number of legendary actions equal to the party size divided by 3. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mob regains spent legendary actions at the start of its turn.
Trample. Range 5 ft., one creature. Target must succeed on a DC 13 (11+CR/2) Strength saving throw or falls prone and suffer 2d6+5 (CR/2 d6+CR) bludgeoning damage and the mob may move up to half its movement through the creature's space.
Raise effigy. The mob raises a crude, mocking representation of a hostile creature it can see within 60 ft. The mob has advantage on attack rolls against that creature until the end of its next turn.
Loot. One creature, 5ft. range. Target must succeed on a DC 13 (11+CR/2) Dexterity or Strength saving throw or the mob takes possession of one of the target's unequipped weapons, a potion, backpack, or 1d4 x 10% of the coins they are bearing.
Pillage. The mob attacks a structure within 20 ft., breaking windows, stealing furniture or merchandise, and dealing 4d6+10 (CR d6+CR/2) damage (already doubled for siege monster).
Vicious Mockery. The mob casts the cantrip vicious mockery with a spell DC of 13 (11+CR/2). Use the mob CR as the level for determining the damage.
Cutoff Retreat (1/Day). The mob may immediately move up to their speed and spread out into a line occupying a number of adjacent 5x5ft. spaces. Maximum number of spaces is equal to the Mob CR. To move through the mob, a creature must either pass 10 ft overhead, or succeed on a Strength check (Athletics) of DC 13 (11+CR/2) and spend 2 extra foot of movement for each foot moved while in the mob's space.
Distracting Chant. A hostile creature within 60 ft. becomes the target of the mob's ire. A distracting chant causes the creature to have disadvantage on a spell concentration check before the end of the mob's next turn.

 

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