AC 10
HP 45 (10d8; bloodied 22)
Speed 30 ft.
Proficiency +2; Maneuver DC 10
Senses passive Perception 10
Languages any one
Area Vulnerability. The mob takes double damage from any effect that targets an area.
Mob Dispersal. When the mob is reduced to 0 hit points, it turns into 5 (1d6 + 2) commoners with 2 hit points.
Mob. The mob is composed of 10 or more commoners. If it is subjected to a spell, attack, or other effect that affects only one target, it takes any damage but ignores other effects. It can share its space with Medium or smaller creatures or objects. The mob can move through any opening large enough for one Medium creature.
ACTIONS
Clubs. Melee Weapon Attack: +2 to hit, reach 5 ft., up to two targets. Hit: 10 (4d4) bludgeoning damage, or half damage if the mob is bloodied .
Stones. Ranged Weapon Attack: +2 to hit, range 10/30 ft., up to two targets. Hit: 10 (4d4) bludgeoning damage, or half damage if the mob is bloodied .
When riled up by strident voices, angry people may coalesce into a group that acts like a single organism. A mob might commit acts of violence its individual members would otherwise shun.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.