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What are your tips for making mobs/swarms interesting?
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<blockquote data-quote="NotAYakk" data-source="post: 7926409" data-attributes="member: 72555"><p>For Small, I'd have more than 4 in 2x2 squares; small creatures can fit in less than a 5' square. Say 6.</p><p></p><p>Second, have in vulnerability to area effect damage instead of resistance to slash/pierce/bludgeon. So a fire bolt isn't 2x damage over an arrow.</p><p></p><p>A Large swarm of Small X would be 6 goblins.</p><p></p><p>Give it 5x HP. Give it 2x damage and 2 attacks, plus creatures who move adjacent or start their turn have to make a save or take 1x damage.</p><p></p><p>Large Swarm of Small (2x2 squares, 6 creatures): 5x HP, 2x damage, 2 attacks, 1x aura, 3x range</p><p>Huge Swarm of Small (3x3 squares, 12 creatures): 10x HP, 4x damage, 2 attacks, 2x aura, 6x range</p><p>Gargantuan Swarm of Small (5x5 squares, 32 creatures): 30x HP, 5x damage, 4 attacks, 5x aura, 10x range (5x5 area)</p><p></p><p>DCs and attack accuracy would also go up as the CR does.</p><p></p><p><strong>Mob of Goblins</strong></p><p>Large (Huge/Gargantuan 5x5) swarm of Small humanoids (goblinoid)</p><p><strong>AC</strong>: 13 (15 w/ shields)</p><p><strong>HP</strong>: 35 (70/210)</p><p><strong>Vulnerability</strong>: spells that deal damage over more than 1 square of the Mob</p><p><strong>Swarm</strong>: can occupy other creatures spaces, cannot regain HP or gain THP, can take 2 reactions (3,4) (no more than 1 per turn)</p><p><strong>Nimble Escape</strong>: can take Disengage or Hide as a bonus action</p><p><strong>Pack tactics</strong>: has advantage on melee attacks against any creature occupying its space.</p><p><strong>Knives everywhere</strong>: if you start your turn within 5' of the Mob, or move within 5' for the first time on a turn, you must make a DC 12 dex save or take 1d6+2 (5) (2d6+2 (9)/5d6+2 (19)) piercing damage. If the Mob has attacked you since the end of your last turn you have disadvantage on your save.</p><p>Actions:</p><p><strong>Mob</strong>: Make two Shortsword Attacks (two/four)</p><p><strong>Shortswords</strong>: +4 to hit; 2d6+2 (9) P (4d6+2 (16)/5d6+2 (19))</p><p><strong>Shortbows</strong>: target must make a DC 12 Dex save or take 3d6 (10) piercing (6d6 (21)/10d6 (35) 5x5 area), or half on a success.</p><p></p><p>Now lets try to balance them against just raw goblins.</p><p></p><p><strong>Defensive CR</strong>: 1/8, 1/4, 5</p><p><strong>Offensive CR</strong>: 4, 6, 15</p><p><strong>Overall CR</strong>: 2, 3, 10</p><p><strong>XP:</strong> 450, 700, 5900</p><p><strong>Adjusted XP of "raw" Goblins</strong>: 300, 1000, 4000</p><p><strong>CR if we hit Adjusted XP: </strong>1.5, 4, 8</p><p><strong>N^(3/2) Adjusted XP</strong>: 367, 1039, 4525</p><p><strong>Target offensive CR: </strong>4, 8, 11</p><p><strong>DPR to hit target XP: </strong>(good) / 65 / 95</p><p></p><p>Revised:</p><p></p><p><strong>Knives everywhere</strong>: if you start your turn within 5' of the Mob, or move within 5' for the first time on a turn, you must make a DC 12 dex save or take 1d6+2 (5) (2d6+2 (9)/5d6+2 (19)) piercing damage. If the Mob has attacked you since the end of your last turn you have disadvantage on your save.</p><p>Actions:</p><p><strong>Mob</strong>: Make two Shortsword Attacks (three/three)</p><p><strong>Shortswords</strong>: +4 to hit; 2d6+2 (9) P (4d6+2 (16)/5d6+2 (19))</p><p><strong>Shortbows</strong>: target must make a DC 12 Dex save or take 3d6 (10) piercing (6d6 (21)/10d6 (35) 5x5 area), or half on a success.</p><p></p><p><strong>New CR: </strong>2, 4, 8</p><p></p><p>and these "Mobbed" goblins are worth "as much" as just using individual goblins.</p><p></p><p>I might be tempted to add in a "break up" rule as well.</p><p></p><p><strong>Morale Failure</strong>: If the <strong>Mob</strong> starts with 10 / 20 / 60 HP or less, it breaks into individual goblins. For every 5 HP or fraction an individual Goblin (CR 1/8) is created in the space. 1d2 / 1d4 / 1d12 of them attempt to flee each turn, the remainder fighting back.</p><p></p><p>Or even</p><p></p><p><strong>Downsized</strong>: If the <strong>Mob</strong> is reduced below 5/35/70 HP, it transforms into a single goblin/a large mob of goblins/a huge mob of goblins. When it does so it has to make a will saving throw against a DC equal to 10+1/2 of the damage that reduced its size or become frightened.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 7926409, member: 72555"] For Small, I'd have more than 4 in 2x2 squares; small creatures can fit in less than a 5' square. Say 6. Second, have in vulnerability to area effect damage instead of resistance to slash/pierce/bludgeon. So a fire bolt isn't 2x damage over an arrow. A Large swarm of Small X would be 6 goblins. Give it 5x HP. Give it 2x damage and 2 attacks, plus creatures who move adjacent or start their turn have to make a save or take 1x damage. Large Swarm of Small (2x2 squares, 6 creatures): 5x HP, 2x damage, 2 attacks, 1x aura, 3x range Huge Swarm of Small (3x3 squares, 12 creatures): 10x HP, 4x damage, 2 attacks, 2x aura, 6x range Gargantuan Swarm of Small (5x5 squares, 32 creatures): 30x HP, 5x damage, 4 attacks, 5x aura, 10x range (5x5 area) DCs and attack accuracy would also go up as the CR does. [B]Mob of Goblins[/B] Large (Huge/Gargantuan 5x5) swarm of Small humanoids (goblinoid) [B]AC[/B]: 13 (15 w/ shields) [B]HP[/B]: 35 (70/210) [B]Vulnerability[/B]: spells that deal damage over more than 1 square of the Mob [B]Swarm[/B]: can occupy other creatures spaces, cannot regain HP or gain THP, can take 2 reactions (3,4) (no more than 1 per turn) [B]Nimble Escape[/B]: can take Disengage or Hide as a bonus action [B]Pack tactics[/B]: has advantage on melee attacks against any creature occupying its space. [B]Knives everywhere[/B]: if you start your turn within 5' of the Mob, or move within 5' for the first time on a turn, you must make a DC 12 dex save or take 1d6+2 (5) (2d6+2 (9)/5d6+2 (19)) piercing damage. If the Mob has attacked you since the end of your last turn you have disadvantage on your save. Actions: [B]Mob[/B]: Make two Shortsword Attacks (two/four) [B]Shortswords[/B]: +4 to hit; 2d6+2 (9) P (4d6+2 (16)/5d6+2 (19)) [B]Shortbows[/B]: target must make a DC 12 Dex save or take 3d6 (10) piercing (6d6 (21)/10d6 (35) 5x5 area), or half on a success. Now lets try to balance them against just raw goblins. [B]Defensive CR[/B]: 1/8, 1/4, 5 [B]Offensive CR[/B]: 4, 6, 15 [B]Overall CR[/B]: 2, 3, 10 [B]XP:[/B] 450, 700, 5900 [B]Adjusted XP of "raw" Goblins[/B]: 300, 1000, 4000 [B]CR if we hit Adjusted XP: [/B]1.5, 4, 8 [B]N^(3/2) Adjusted XP[/B]: 367, 1039, 4525 [B]Target offensive CR: [/B]4, 8, 11 [B]DPR to hit target XP: [/B](good) / 65 / 95 Revised: [B]Knives everywhere[/B]: if you start your turn within 5' of the Mob, or move within 5' for the first time on a turn, you must make a DC 12 dex save or take 1d6+2 (5) (2d6+2 (9)/5d6+2 (19)) piercing damage. If the Mob has attacked you since the end of your last turn you have disadvantage on your save. Actions: [B]Mob[/B]: Make two Shortsword Attacks (three/three) [B]Shortswords[/B]: +4 to hit; 2d6+2 (9) P (4d6+2 (16)/5d6+2 (19)) [B]Shortbows[/B]: target must make a DC 12 Dex save or take 3d6 (10) piercing (6d6 (21)/10d6 (35) 5x5 area), or half on a success. [B]New CR: [/B]2, 4, 8 and these "Mobbed" goblins are worth "as much" as just using individual goblins. I might be tempted to add in a "break up" rule as well. [B]Morale Failure[/B]: If the [B]Mob[/B] starts with 10 / 20 / 60 HP or less, it breaks into individual goblins. For every 5 HP or fraction an individual Goblin (CR 1/8) is created in the space. 1d2 / 1d4 / 1d12 of them attempt to flee each turn, the remainder fighting back. Or even [b]Downsized[/b]: If the [B]Mob[/B] is reduced below 5/35/70 HP, it transforms into a single goblin/a large mob of goblins/a huge mob of goblins. When it does so it has to make a will saving throw against a DC equal to 10+1/2 of the damage that reduced its size or become frightened. [/QUOTE]
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