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General Tabletop Discussion
*Dungeons & Dragons
What are your tips for making mobs/swarms interesting?
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<blockquote data-quote="Jediking" data-source="post: 7926388" data-attributes="member: 6803126"><p>I enjoy using low level creatures through a campaign, and use a pretty simple formula to convert them into a mob using the swarm trait as a template. I usually give ranged attacks a type of Volley to increase the threat and deal consistent damage.</p><p>Take the standard goblin. CR 1/4, AC 13 (w/ shield = 15), HP 7. Attack = +4 to hit, 1d6+2 dmg (shortsword or shortbow)</p><p></p><p>To make a mob of (4) Goblins, take the standard Goblin statblock and apply the following:</p><p>-Increase it's area size by +1. Both small and medium creatures take up 1 square, so both are bumped to Large.</p><p>-Keep any traits/skills/senses that make sense. In this case, Nimble Escape allows Disengage as a bonus action. Hide as a bonus action may work in some cases, but DM can call that as it comes up.</p><p>-Add Swarm trait: a [size] swarm of Small humanoids. Can occupy another's space, can't regain HP or gain THP.</p><p>give it resistance to bludgeoning, piercing, and slashing damage. Usually I give advantage vs spells like Hold Person or Charm Person, but do what makes sense for you</p><p>-Multiply the HP by 2 (this takes into account the resistance)</p><p>-Double the damage dice to half the number of creatures in the swarm.</p><p>--For melee attacks they have advantage against any creature who is occupying the same space.</p><p>--For ranged attacks, the target instead makes a Dex save or take dmg, or half on a success.</p><p></p><p><strong>Mob of Goblins</strong></p><p>Large swarm of Small humanoids (goblinoid)</p><p>AC: 13 (15 w/ shields)</p><p>HP: 14</p><p>Resistances: bludgeoning, piercing, slashing</p><p>Swarm: can occupy other creatures spaces, cannot regain HP or gain THP</p><p>Nimble Escape: can take Disengage or Hide as a bonus action</p><p>Pack tactics: has advantage on melee attacks against any creature occupying its space.</p><p>Actions:</p><p>Shortswords: +4 to hit; 2d6+2 P</p><p>Shortbows: target must make a DC 12 Dex save or take 2d6 piercing, or half on a success.</p><p></p><p></p><p>Now you can run 16 goblins as 4 swarms, which is easier to manage in combat.</p><p>Or do this again, and have a Huge mob of 8 Goblins.</p><p>Or again, and suddenly a Gargantuan horde of 16 Goblins is tearing through a town, filling the skies with a volley of arrows to deal 8d6 in a 10 ft radius to.</p></blockquote><p></p>
[QUOTE="Jediking, post: 7926388, member: 6803126"] I enjoy using low level creatures through a campaign, and use a pretty simple formula to convert them into a mob using the swarm trait as a template. I usually give ranged attacks a type of Volley to increase the threat and deal consistent damage. Take the standard goblin. CR 1/4, AC 13 (w/ shield = 15), HP 7. Attack = +4 to hit, 1d6+2 dmg (shortsword or shortbow) To make a mob of (4) Goblins, take the standard Goblin statblock and apply the following: -Increase it's area size by +1. Both small and medium creatures take up 1 square, so both are bumped to Large. -Keep any traits/skills/senses that make sense. In this case, Nimble Escape allows Disengage as a bonus action. Hide as a bonus action may work in some cases, but DM can call that as it comes up. -Add Swarm trait: a [size] swarm of Small humanoids. Can occupy another's space, can't regain HP or gain THP. give it resistance to bludgeoning, piercing, and slashing damage. Usually I give advantage vs spells like Hold Person or Charm Person, but do what makes sense for you -Multiply the HP by 2 (this takes into account the resistance) -Double the damage dice to half the number of creatures in the swarm. --For melee attacks they have advantage against any creature who is occupying the same space. --For ranged attacks, the target instead makes a Dex save or take dmg, or half on a success. [B]Mob of Goblins[/B] Large swarm of Small humanoids (goblinoid) AC: 13 (15 w/ shields) HP: 14 Resistances: bludgeoning, piercing, slashing Swarm: can occupy other creatures spaces, cannot regain HP or gain THP Nimble Escape: can take Disengage or Hide as a bonus action Pack tactics: has advantage on melee attacks against any creature occupying its space. Actions: Shortswords: +4 to hit; 2d6+2 P Shortbows: target must make a DC 12 Dex save or take 2d6 piercing, or half on a success. Now you can run 16 goblins as 4 swarms, which is easier to manage in combat. Or do this again, and have a Huge mob of 8 Goblins. Or again, and suddenly a Gargantuan horde of 16 Goblins is tearing through a town, filling the skies with a volley of arrows to deal 8d6 in a 10 ft radius to. [/QUOTE]
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What are your tips for making mobs/swarms interesting?
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