Riot Herald
Traits
Voice of the Mob. Enemies within 60 feet of the Riot Herald that can hear it have Disadvantage on Wisdom saves.
Crowd Shield. If the Riot Herald has at least one ally within 10 feet, ranged attacks against it are made with Disadvantage.
Actions
Multiattack. Uses one Inciting Word and one Cudgel.
Cudgel. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage.
Inciting Word. Wisdom Saving Throw: DC 20, two creatures that can hear the Riot Herald within 60 feet.
- Failure: The target has the Charmed condition for 1 minute and is controlled by the Riot Herald. On its turn, a controlled creature makes one attack against a target the Riot Herald chooses. The target can repeat the save at the end of each of its turns.
- Success: The target takes 17 (5d6) Psychic damage.
Mass Hysteria (Recharge 5–6). Wisdom Saving Throw: DC 20, every enemy within 60 feet that can hear the Riot Herald.
- Failure: The target has the Frightened condition for 1 minute, and must spend half its movement moving away from the Riot Herald on its turn. The target can repeat the save at the end of each of its turns.
- Success: Frightened until the end of its next turn.
Bonus Actions
Rabble Rouse. An ally within 30 feet of the Riot Herald can immediately use its Reaction to make one attack.
How to Use
The instigator of the city riot. A weak fighter on its own — its real power is controlling the crowd.
Inciting Word turns a party member against the party. Its nastiest trick: Voice of the Mob gives Disadvantage on WIS saves — meaning it's very hard to resist.
Right scene: Riot Herald + 12× Commoner (rioters). The Commoners are weak but land extra attacks thanks to Rabble Rouse. The party doesn't want to kill civilians — a moral dilemma.
Key
Become Deafened (both Voice of the Mob and Inciting Word require "can hear"!) or the Silence spell. This completely neutralizes the Riot Herald.