D&D 5E Mobs in 5E

akr71

Hero
TL/DR: There is a very real possibility that at my next session, the party may be confronted by a mob (hundreds of commoners vs a party of 7). I'm wondering how other DMs might handle that if it turns into combat. I have no doubt it would be a slaughter, the party is level 10/11. I want to avoid rolling dice for a hundreds of commoners, but if they're provoked and swarm the party, how should I run it? I figure, if the party does go nova on the townsfolk, they have a couple rounds tops to subdue/tie up the party before so much damage is done that there resolve is broken and they scatter.

The party just killed a dire treant that the townsfolk considered sacred and worshipped as their protector/patron god. The creature was created by a spurned hag and convinced the townsfolk that it was their protector. However, when the dire treant doesn't receive proper tributes ["a limb for a limb" literally], when they take wood from the forest, someone must sacrifice a limb. The mayor had caught on to the curse and asked the party to destroy the thing.
They are on their way back to town, but the townsfolk woke to find crops had failed and livestock ill (all work of the hag) and the priest is convinced that proper tribute was not paid. The priest is also convinced that the strangers (the party) must be at the root of it. A mob has assembled at the temple asking the priest for guidance.
The party has strong murder hobo tendencies, so I'm not sure they'll pursue diplomacy.
 

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akr71

Hero
The DMG p250 has rules for mobs.

You could also use a single stat block for the whole mob and have every 5-10 hp be one commoner down. Be sure to give it beefier stats so it's an actual threat. Look at swarm stat blocks for inspiration.
Yes of course! A swarm of humans!
 


jgsugden

Legend
I don't sweat the details on something like this situation. I also don't use the swarm rules. I break up the mob into groups and color code them. Then, I have attacks like the below:

BLUE MOB: Attack: (2 + (1 per blue member within 5')), Damage (1d6 + (1 per blue member within 5'))

Such an encounter is also one in which I hint at / encourage that causing fear or other area effects may be wise.
 

Oofta

Legend
I've done similar things with custom swarms. Consider knock down and grapple/ restrain attacks. Since these are townsfolk it depends on how familiar they are with casters. If they know what to do they can throw a sack over a caster's head, bind their hands, gag them.

Also consider some rudimentary tactics while talking into consideration morale. Even if the commoners flee, it doesn't mean the PCs are safe, it just means they proved that the priest is right.
 

overgeeked

B/X Known World
I guess it depends on the engagement distance. A fireball or two and they'd likely scatter. The mob is not going to fight to the death and really only wants to take the party into custody.
That won't happen. The PCs, unless the characters are very very good aligned and the players are very very invested in not killing the commoners, will likely kill every last villager, commoner, farmer, etc within miles to prevent themselves from being captured. For good or ill, most gamers seem to see loss of autonomy as worse than character death.

There's always the Monsters Know What They're Doing approach coupled with the knockout rules. The commoners aren't going to be stupid about their attack. Whatever ranged weapons they have, they'll use.
 

I guess it depends on the engagement distance. A fireball or two and they'd likely scatter. The mob is not going to fight to the death and really only wants to take the party into custody.

Or they want to kill them because they are thought to be the cause of a curse that will make them die of famine during the winter. I would also be wise to kill them because it's very possible the mob doesn't have the facilities to detain a party of heroes. Depending on their level, the party of 7 can just sleep and Word-of-recall to safety the next day.

The outcome will probably be decided by preparation and morale. Hundreds of commoners, densely packed. even motivated, will be routed as any military unit if they sustain enough casualties. An opening volley of fireball should be enough, even in the absence of morale rules. If they organize and charge at high speed to try and maintain a unit? Wall of fire is your friend and their doom. Rushing mobs are bad at stopping immediately and turning... If the heroes are caught in an ambush, the outcome is probably in favor of the mobsters (or if the group is lowish level). If the mob doesn't know the PCs capabilities, they will also not be able to wear them down and what spells are.

Mob leader: "This is a fog, charge on, my comrades, let's kill the evil dudes who deprived our children of their food!"
Wizard, to Cleric: "You owe me 10gp. I told you they wouldn't be able to recognize Cloudkill."
Cleric, sighing: Animate Dead "I hope they enjoy fighting their husbands and wives."
Wizard: "at level 5, you only raised, what, 5 zombies? They are 500, err, 420 of them."
Warrior: "not of all them are psychopaths, like, well, you?, Morale is what makes or break a fight."


akr71 said:
The priest is also convinced that the strangers (the party) must be at the root of it. A mob has assembled at the temple asking the priest for guidance. The party has strong murder hobo tendencies, so I'm not sure they'll pursue diplomacy.

I agree with @overgeeked. Be prepared to roleplay, after the initial rout of the mob, the genocide of the peasants on the way to get the priest. Especially if it was a close call.
 
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