Mobrules 5e MCL v1
Mobrules 5e MCL v1
Mobrules 5e MCL v1
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1
Credits
Author: Dr. Michael C. LaBossiere
Cover Illustration: Fotokostic
Cartographer: Dr. Michael C. LaBossiere
Contents
Introduction ............................................................................................................................................ 3
Preparation ............................................................................................................................................. 3
Introduction ...................................................................................................................................... 18
Forces................................................................................................................................................ 18
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2
Introduction
in a mob, unless dying in a mob is their role in the
story.
As a Dungeon Master, you have no doubt faced Once you have selected the creatures for the
the mob dilemma. Using mobs of weak creatures mobs, the second step is organizing their game
in appropriate places allows for fantasy realism stats so they will be easy to use during the battle.
and allows the players to act on those media- If the mobs have leaders, I have found it handy to
fueled power fantasies. But using mobs of have the sheet for the leader near or attached to
creatures creates a nightmare of record keeping the sheet(s) for the mobs they are leading, thus
and can turn combat into a boring dice grind while making it easy to flip through them in battle.
the players are sucked into the digital plane of The third step is organizing the miniatures or
smart phones. These optional rules are aimed at tokens you will use for the battle. Because mobs,
steering through the horns of this dilemma. by definition, involve relatively large numbers of
The rules are aimed at making it easier and creatures, it can become expensive to have a
faster to handle large numbers of relatively weak miniature for each creature in a mob. It can also
creatures in combat. As such, if the rules become be time consuming to move large numbers of
an impediment to play during a specific battle, miniatures around during a large fight with mobs.
they should be dropped in favor of the normal Because of this, using the formation rules
combat rules. provided below can be useful—this way you have
While I aimed to make these rules simple, I only one thing to move when moving a mob.
know that complications are inevitable in the If the mobs are made up of organized units
course of a game. As such, I have sacrificed some (such as troops) they can also be grouped based
brevity in order to provide more guidance. As on their unit organization. For example, a group of
always, improvisation is an essential DM tool and crossbowmen might consist of eight soldiers and
game rules are made to be ignored, changed or be led by a non-mob corporal. From a meta
broken in service to the greater goal of having fun. standpoint, mobs can also be organized based on
the average Armor Class of the party (see Mob
Attacks, below).
Preparation Theater of the mind is also an option; this
A little set-up goes a long when running a battle involves envisioning where the mobs are during
including mobs. The first step is deciding which the battle.
creatures (broadly speaking) will be treated as
mobs and which will operate individually.
One factor is the CR of the creatures. Creatures Mob Attacks
of less than CR 1 are generally suitable for use as When combat starts, members of a mob should
mobs once the PCs reach at least 5th level. For roll initiative as a group and all act on that
higher level PCs, the size or number of mobs can initiative. Page 250 of the Dungeon Master’s Guide
be increased, or higher CR creatures can be used. provides the rules for handling attack rolls by
As always, the CR of the creatures should be mobs in combat. The short version of this method
balanced to the PCs as per the Dungeon Master’s is as follows.
Guide. Creatures that present a meaningful For each type of creature used in mob
challenge individually should not be used in mobs. determine the minimum d20 roll it must make to
A second factor to consider is the abilities of the hit a target. This is done by subtracting its attack
creatures. Creatures that make basic weapon or bonus from the targets AC. To simplify combat, it
natural attacks and do not have complex special is best to group creatures of the same type
abilities work well as mobs. Creatures with together, that way they all have the same number.
complex abilities, such as spellcasters, are less When the mob attacks, consult the Mob Attack
suitable to use in a mob—the intention of table which shows how many creatures that need
mobbing creatures is to simplify combat by that d20 roll (or higher) must attack a target to
grouping simple creatures into mobs. That said, score a hit. If that many creatures attack a target,
this can be worked around. For example, you then a hit is automatically scored.
could have a mob of low-level casters who blast Use the following guide for different types of
away with the same cantrip each turn of combat. creatures in mobs and for creatures with multiple
A third factor is the story—a creature or NPC attacks:
that is important to the story should not be used
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• If the creatures do different damage, Mob Attack Table with Disadvantage2
assume the one that does the most
damage hits. d20 Roll Attackers Needed for
• If a creature has multiple attacks with Needed One to Hit
the same bonus, assume it hits once 1-3 1
with each attack.
• If a creature has multiple attacks with 4-8 2
different attack bonuses, resolve each 9-10 3
attack individually.
11 4
Under this system, mobs can never score a 12 5
critical hit. The standard Mob Attack table does
not consider advantage or disadvantage, which 13 6
are huge components of 5e combat. You can elect
14 8
to ignore them, or use the advantage and
disadvantage charts derived from StackExchange. 15 11
16 16
Mob Attack Table
17 25
d20 Roll Attackers Needed for
Needed One to Hit 18 44
1-5 1 19 100
6-12 2 20 400
13-14 3
If the mob’s attacks do not involve making
15-16 4 attack rolls, then they are resolved as follows.
17-18 5 First, attacks that automatically hit will
(obviously) automatically hit for each member of
19 10 the mob. For example, if a mob of four 1st level
20 wizards all cast magic missile at a PC, all the
20
missiles hit. Second, attacks that require a saving
throw (or check) will require a saving throw (or
check) for each mob member making that attack.
Mob Attack Table with Advantage1 For example, if a mob of four 1st level clerics cast
sacred flame at a PC, the PC will need to make four
d20 Roll Attackers Needed for Dexterity saving throws.
Needed One to Hit As an optional rule, a mob can attempt to shove
1-10 1 or grapple a target by committing a number of its
members to making the attempt before rolling.
11-16 2 The number that can be committed is limited to
the number of creatures that can reach the target
17 3
(use the normal rules for this). Once a member of
18 4 a mob is committed to this attempt, it uses its
action—whether it turns out to be needed for
19 5
success or not.
20 10 The Mob Attack table is used, but in place of its
attack bonus the mob uses its Strength (Athletics)
and the target uses the result of its Strength
(Athletics) or Dexterity (Acrobatics) check in
place of its AC. Since this is an opposed check, the
attacker must exceed the defender’s check. For
example, a mob of four orcs tries to shove a fighter
who makes a Strength (Athletics) check of 16. An
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orc has a STR of 16, so it makes Strength expended, a target is missed or there are no
(Athletics) checks with a +3 and thus would need targets in reach.
to roll a 14 on the die to shove the fighter. If a ranged attack reduces a creature to 0 hit
Consulting the table, it would take a minimum of points and there is excess damage left over, the
three orcs to get that roll, so the four orcs succeed. attacker selects another target beyond the original
If it becomes impossible for a mob to hit a target target within range and in a line between the
with the mob attack rules, you can elect to have attacker and the original target. If the original
the mob members attack as individuals. For attack roll would hit the selected target, it takes
example, with a mob of 8 skeletons approaching the excess damage. If this reduces this target to 0
Maven casts blur. Maven’s AC is 21 and the hit points and there is excess damage left over,
skeletons will need a 17 to hit him. Consulting the repeat the process until the excess damage is
Mob Attack with Disadvantage expended, a target is
Chart reveals that it would take missed or there are
a mob of 25 skeletons to score no targets in range. If
one hit. Rather than allow this process results in
Maven to simple ignore the the ranged weapon
skeletons because they cannot transitioning to long
harm him, the DM rolls the 8 range, the attacker
attacks (with disadvantage, of must roll a second
course). attack and take the
lower of the two, thus
creating disadvantage
Attacking Mobs (abilities and feats,
A mob attacking another mob such as Sharpshooter,
uses the rules for mob attacks, still apply here).
matching up its attack bonus If an attacker has a
against the AC of the mob feat (such as Great
members and consulting the Weapon Master) or
Mob Attack table. ability (such as
Individual combatants, such rampage) that
as PCs, attack an individual (or triggers on reducing a
individuals) within the mob target to 0 hit points,
using the normal combat rules. Since the point of it triggers once the excess damage has been
mob rules is to speed up combat, the following expended. For example, Barda is surrounded by a
rules can be used to this end. mob of 4 goblins and scores a critical hit on one,
For area of effect attacks with saving throws, inflicting 26 hit points. Each goblin has 7 hit
one saving throw can be rolled for all the mobs of points, so the excess damage kills two more
the same type of creature within the area of effect: goblins and inflicts 5 points on the fourth. Since
all of them succeed or fail. The attacker should roll Barda has the Great Weapon Master feat, she is
the damage dice once and apply the results to all entitled to one melee weapon attack as a bonus
affected creatures. While some players might action for reducing the first goblin to 0 hit points.
dislike the “all or none save” this will average out She uses this bonus action to attack the surviving
over the course of a battle. goblin.
For other attacks, the Cleaving Through
Mounted Mobs
Creatures rules from the Dungeon Master’s Guide
page 272 can be used. Alternatively, the following
(more generous) rules can be used against Creatures in a mob can be mounted and all
creatures in mobs. should, to keep things simple, have the same type
If a melee attack reduces a creature to 0 hit of creature as a mount. For example, a mob of
points and there is excess damage left over, the human cavalry soldiers should all be mounted on
attacker selects another target within reach. If the horses.
original attack roll would hit the selected target, it Mounted mobs and their mounts will sometimes
takes the excess damage. If this reduces the target function as one mob and sometimes as two. For
to 0 hit points and there is excess damage left the sake of simplicity, mounts and riders should
over, repeat the process until the excess damage is
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have the same initiative—use the initiative with a temporary adhesive makes it easier to
modifier for the riders. move them as a group. An economical
If the mounted mob and mounts have the same compromise is to have a single miniature for each
attack bonus, they can form a single mob, formation—in addition to adding visual appeal, it
following the attack rules above. If they have helps keep the paper in place and can make it a bit
different attack bonuses, the mounts and mounted easier to move the formation (using the miniature
mobs will form distinct mobs for attack purposes as a handle).
and resolve attacks separately. Using formations in battles greatly simplifies
When resolving saving throws for area of effect how creatures move and attack because you are
attacks, you can roll once for both the mounts and not moving and attacking with each individual
mounted mobs, applying the appropriate modifier creature but using a formation. This requires
to the roll for each. some minor modifications to the rules and a
Mounts that are to be in a mob should be formation should be thought of more of an
selected by the mob selection guide given above. abstract grouping of creatures for ease of handling
For example, mounts should be CR 1 or less and rather than an exact indication of the location of
not have complicated abilities. each creature. But unless otherwise noted,
creatures in a formation follow all the normal
rules of combat, such as provoking attacks of
Mob Formations opportunity.
When using miniatures or tokens, organizing Formations are easiest to run in open areas.
mobs into formations can make running mob When moving formations within confined areas,
battles even easier. You can slide a formation such as dungeons, you might need to position the
forward with one push rather than moving, for formation so that some members are “in” walls,
example, eight miniatures one at a time. A objects or hazards. Since the formation is
formation also attacks as a mob, making combat something of an abstract representation of the
resolution faster. group of creatures, this is fine—simply do an
A formation should be composed of creatures of estimate of the actual position of each individual
the same type; although mounted units and their creature. If the exact location of each creature is
mounts can form a formation. Leaders and other important, the formation can be broken and
individual creatures associated with the creatures replaced with individual miniatures or other
making up a formation should not be part of the counters.
formation—in this context the formation is not the If a member of a formation can reach a target
organization of forces in with a melee attack, all the
the battle, but a members of the formation can
grouping of attack that target using the
convenience and mob attack rules. There are
simplification. some limits to this.
The most economical The maximum number of
approach to using attackers in the mob is limited
formations is to make by the maximum number of
use of the templates creatures that could surround
included with these and reach that target under
rules and print them as normal combat rules. For
needed. Cardstock example, 8 medium sized
paper is recommended. attackers with a reach of 5 feet
Plain paper formations could surround and attack a
allow you to track hit medium sized creature, so up
points and conditions by writing on the formation to 8 members of a formation
paper—this is very handy in large battles. could be used in the mob attack. This simulates, in
If you find the plain paper formations too dull, a simple way, attackers moving in, working
you can add images. Another economical option is together and so on. If squares around the target
to print paper miniatures, such as the free cannot be entered or occupied by the attackers,
printable heroes, and attach them to the formation this reduces the number of creatures that can be
base. Plastic or metal miniatures can also be used used in the mob attack. For example, if the target
with the printed formation bases: attaching them
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6
in the previous example got into the corner of a creatures in the formation as individuals when
room, only 3 mob members could attack. determining who is affected.
To prevent single creatures (typically PCs) from Since the purpose of formations is to simplify
being unfairly overwhelmed by multiple combat, if a situation involving a formation seems
formations, only one formation can use each too complicated to handle with the formation
“surrounding square” per round of combat. rules, simply revert to the standard combat rules.
Formations cannot make use of squares occupied For example, Maven flees into a 5-foot corridor
by other creatures when the formation attacks, be and the skeletons and zombies pursue. The DM
they in formations or individuals. For example, decides to break the formation of skeletons into
Maven is adjacent to a formation of 8 skeletons eight miniatures and the lead skeleton rolls to
and a second formation of 8 zombies. The attack Maven.
skeletons act ahead of the zombies, and seven of
the skeletons attack Maven using the mob rules.
Individual creatures follow the normal rules, even About the Author
when formations are present. For example, a Dr. Michael LaBossiere is a gamer/runner from
ghoul acting after the skeleton formation could Maine who went to school in Ohio and ended up a
move adjacent to Maven and attack. If it was still philosophy professor in Florida.
adjacent to Maven when the skeleton formation While acquiring his doctorate in philosophy at
attacked again, it would reduce the number of Ohio State University, he earned his ramen noodle
skeletons that could be used in the mob attack by money by writing for Chaosium, GDW, R. Talsorian
one. The zombie formation cannot attack as a Games, and TSR. After graduate school, he became
mob, but one zombie can attack as an individual a philosophy professor at Florida A&M University.
creature. His first philosophy book, What Don't You Know?,
Formations that make ranged attacks are not was published in 2008. He continues to write
subject to the surrounding rules (above); they philosophy and gaming material. He is also a
simple attack using the mob rules. Creatures blogger, but these days who isn't?
within a formation making ranged attacks do not When not writing, he enjoys running, gaming
provide soft cover against each other; they are and the martial arts. Thanks to a quadriceps
assumed to shift, kneel and so on to allow clear tendon tear in 2009, he was out of running for a
shots for everyone in their formation. If a while, but returned to the trails and wrote a book
formation is splitting its attacks with some melee about it, Of Tendon & Trail. He can be contacted at
and some ranged, then members of the formation ontologist@aol.com.
can provide soft cover if their fellows must shoot
through them to reach the target. When
determining range to and from a formation, use
the closest creature in the formation. Area of effect
attacks follow the normal rules—treat the
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Mob Attack Table 20 10
d20 Roll Attackers Needed for
Needed One to Hit
Mob Attack Table with Disadvantage4
1-5 1
d20 Roll Attackers Needed for
6-12 2 Needed One to Hit
13-14 3
1-3 1
15-16 4
4-8 2
17-18 5
9-10 3
19 10
11 4
20 20
12 5
13 6
Mob Attack Table with Advantage3
d20 Roll Attackers Needed for 14 8
Needed One to Hit
15 11
1-10 1
16 16
11-16 2
17 25
17 3
18 44
18 4
19 100
19 5
20 400
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8
Mob Formation
1 F# 2
HP: HP:
Templates
The templates are tables; to customize them add
or delete rows/columns. Mounted mob boxes are
graphics, copy-paste as needed. 3 4
HP: HP:
1 F# 2
HP: HP:
5 6
HP: HP:
3 4
HP: HP:
7 8
HP: HP:
4 creature mob
1 F# 2
HP: HP:
8 creature mob
3 4
HP: HP:
5 6
HP: HP:
6 creature mob
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1 F# 2
HP: HP:
3 4 1 F# 2
HP: HP: HP: HP:
5 6 3 4 9
HP: HP: HP: HP: HP:
7 8 5 6 10
HP: HP: HP: HP: HP:
9 10 7 8
HP: HP: HP: HP:
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1 F# 2
HP: HP:
3 4
HP: HP:
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11
1 F# 2
HP: HP:
3 4
HP: HP:
5 6
HP: HP:
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12
1 F# 2
HP: HP:
3 4
HP: HP:
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13
1 F# 2
HP: HP:
3 4
HP: HP:
5 6
HP: HP:
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1 F# 2
HP: HP:
3 4
HP: HP:
1 F# 2
HP: HP:
3 4
HP: HP:
5 6
HP: HP:
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1 F#
HP:
Paper friendly medium mob template: customize as needed. You can merge 4 medium cells to create a large
mob.
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1 F#
HP:
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control up to forty-two undead. This control lasts until
Introduction
Multiattack. The skeleton captain makes two weapon
The following is a sample force of undead for a mob attacks.
battle. It includes several new types of undead.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Forces reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 5 (1d4+3) piercing damage.
The undead force is made up of the following:
• 1 skeleton captain on a skeleton warhorse Lance. Melee Weapon Attack: +3 to hit, reach 10 ft., one
• 2 skeleton lieutenants on skeleton target.
warhorses Hit: 7 (1d12+1) piercing damage.
• 4 skeleton sergeants
• 1 formation of 8 skeleton archers Longbow. Ranged Weapon Attack: +5 to hit, range 150
• 2 formations of 8 skeleton warriors ft./600 ft., one target.
• 1 formation of 8 bonerunners Hit: 7 (1d8+3) piercing damage.
• 1 formation of 8 quillbones
• 1 formation of 4 skeleton archers on Shortsword. Melee Weapon Attack: +5 to hit, reach 5
skeleton warhorses
ft., one target.
• 1 formation of 6 skeleton warriors on Hit: 6 (1d6+3) piercing damage.
skeleton warhorses
Dark Command (3/day). The skeleton captain can
attempt to take control over a normal skeleton or
Captain Hensch zombie it can see within 30 feet. If the target is already
Skeleton captain controlled (such as by the use of animate dead) it must
Medium undead, lawful evil make a DC 13 wisdom saving throw or be under the
control of the skeleton captain (as per the animate dead
Armor Class 18 (breastplate, shield) spell). If the target is not already controlled, it
Hit Points 52 (7d8+21) automatically fails the save. The control lasts 24 hours.
Speed 30 ft.
Leadership (1/short rest). For 1 minute, this creature
STR 12 (+1), DEX 16 (+3), CON 16 (+3), INT 12 (+1), WIS can utter a special command or warning whenever a
12 (+1), CHA 16 (+3) nonhostile creature that it can see within 30 feet of it
makes an attack roll or a saving throw. The target can
Damage Vulnerabilities bludgeoning add a d4 to its roll provided it can hear and understand
Damage Immunities poison this creature. A creature can benefit from only one
Condition Immunities exhaustion, poisoned Leadership die at a time. This effect ends if this creature
Senses darkvision 60 ft., passive Perception 11 is incapacitated.
Languages Common
Challenge 2 (450 XP)
Skeleton Lieutenant
Medium undead, lawful evil
Turn Resistance. The creature has advantage on saving
throws against any effect that turns undead. Armor Class 18 (scale mail, shield)
Hit Points 37 (5d8+15)
Undead Leader. When animate dead is cast, the caster Speed 30 ft.
can turn control of the zombies or skeletons created
over to the skeleton captain. The skeleton captain can STR 12 (+1), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS
10 (+0), CHA 14 (+2)
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Armor Class 17 (chain shirt, shield)
Damage Vulnerabilities bludgeoning Hit Points 22 (3d8+9)
Damage Immunities poison Speed 30 ft.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 STR 12 (+1), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS
Languages Common 10 (+0), CHA 12 (+1)
Challenge 1 (200 XP)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Turn Resistance. The creature has advantage on saving Condition Immunities exhaustion, poisoned
throws against any effect that turns undead. Senses darkvision 60 ft., passive Perception 10
Languages Common
Undead Leader. When animate dead is cast, the caster Challenge 1/2 (100 XP)
can turn control of the zombies or skeletons created
over to the skeleton sergeant. The skeleton lieutenant
can control up to twenty-eight undead. This control lasts Turn Resistance. The creature has advantage on saving
until the skeleton lieutenant is destroyed or elects to throws against any effect that turns undead.
stop controlling the undead.
Undead Leader. When animate dead is cast, the caster
Actions can turn control of the zombies or skeletons created
over to the skeleton sergeant. The skeleton sergeant
can control up to fourteen undead. This control lasts
Longbow. Ranged Weapon Attack: +4 to hit, range 150 until the skeleton sergeant is destroyed or elects to stop
ft./600 ft., one target. controlling the undead.
Hit: 6 (1d8+2) piercing damage.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target.
Hit: 5 (1d6+2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150
ft./600 ft., one target.
Dark Command (2/day). The skeleton lieutenant can Hit: 6 (1d8+2) piercing damage.
attempt to take control over a normal skeleton or
zombie it can see within 30 feet. If the target is already Shortsword. Melee Weapon Attack: +4 to hit, reach 5
controlled (such as by the use of animate dead) it must ft., one target.
make a DC 12 Wisdom saving throw or be under the Hit: 5 (1d6+2) piercing damage.
control of the skeleton lieutenant (as per the animate
dead spell). If the target is not already controlled, it Dark Command (1/day). The skeleton sergeant can
automatically fails the save. The control lasts 24 hours. attempt to take control over a normal skeleton or
zombie it can see within 30 feet. If the target is already
Leadership (1/short rest). For 1 minute, this creature controlled (such as by the use of animate dead) it must
can utter a special command or warning whenever a make a DC 11 Wisdom saving throw or be under the
nonhostile creature that it can see within 30 feet of it control of the skeleton sergeant (as per the animate
makes an attack roll or a saving throw. The target can dead spell). If the target is not already controlled, it
add a d4 to its roll provided it can hear and understand automatically fails the save. The control lasts 24 hours.
this creature. A creature can benefit from only one
Leadership die at a time. This effect ends if this creature Leadership (1/short rest). For 1 minute, this creature
is incapacitated. can utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of it
makes an attack roll or a saving throw. The target can
Skeleton Sergeant
add a d4 to its roll provided it can hear and understand
Medium undead, lawful evil
this creature. A creature can benefit from only one
Leadership die at a time. This effect ends if this creature
is incapacitated.
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Skeleton Warrior
Medium undead, lawful evil
Skeleton Warrior
Medium undead, lawful evil
Armor Class 14 (leather armor, shield)
Hit Points 13 (2d8+4)
Armor Class 14 (leather armor, shield)
Speed 30 ft.
Hit Points 13 (2d8+4)
Speed 30 ft.
STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8
(-1), CHA 5 (-3)
STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8
(-1), CHA 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 9
Condition Immunities exhaustion, poisoned
Languages understands the languages it knew in life but
Senses darkvision 60 ft., passive Perception 9
can't speak
Languages understands the languages it knew in life but
Challenge 1/4 (50 XP)
can't speak
Challenge 1/4 (50 XP)
Actions
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Hit: 5 (1d6+2) piercing damage.
ft., one target.
Hit: 5 (1d6+2) piercing damage.
Actions Actions
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20
Bone Runner
Medium undead, chaotic evil Quilbone
Medium undead, chaotic evil
Armor Class 12
Hit Points 22 (4d8+4) Armor Class 13
Speed 40 ft., climb 30 ft. Hit Points 30 (4d8+12)
Speed 30 ft., climb 20 ft.
STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 5 (-3), WIS 8
(-1), CHA 7 (-2) STR 10 (+0), DEX 16 (+3), CON 16 (+3), INT 6 (-2), WIS 10
(+0), CHA 5 (-3)
Skills Perception +1
Damage Vulnerabilities bludgeoning Damage Vulnerabilities bludgeoning
Condition Immunities exhaustion, poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11 Condition Immunities exhaustion, poisoned
Languages — Senses darkvision 60 ft., passive Perception 10
Challenge 1/2 (100 XP) Languages Common
Challenge 1/2 (100 XP)
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1 F#1 2 1 F#2 2 1 F#3 2 1 F#6
Bonerunners HP Quillbones HP Skeleton HP Skeleton
HP: HP: Warriors Archers
HP: HP:
3 4 3 4 3 4 2
HP HP HP HP HP HP HP
5 6 5 6 5 6 3
HP HP HP HP HP HP HP
7 8 7 8 7 8 4
HP HP HP HP HP HP HP
3 4 6
HP HP HP
4
3 HP:
HP:
5 6 3 4 7
HP HP HP: HP: HP
7 8 8
HP HP HP
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1 F#7 Skeleton Warrior Horse 2
HP: HP:
3 4
HP: HP:
5 6
HP: HP:
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Endnotes
1 https://rpg.stackexchange.com/questions/103229/how-does-the-handling-mobs-rule-work-with-advantage-
disadvantage
2 https://rpg.stackexchange.com/questions/103229/how-does-the-handling-mobs-rule-work-with-advantage-
disadvantage
3 https://rpg.stackexchange.com/questions/103229/how-does-the-handling-mobs-rule-work-with-advantage-
disadvantage
4 https://rpg.stackexchange.com/questions/103229/how-does-the-handling-mobs-rule-work-with-advantage-
disadvantage
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