b'Spheres: Troop of Commoners \n'b'  Huge   troop of Medium or Small   humanoids ,  any alignment  \n'b'  Armor Class  10  Hit Points  22 (5d8)  Speed  30 ft. \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses  passive  Perception  10  Languages  any one language (usually Common)  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'\n'b'  Troop . The troop can occupy another creature\xe2\x80\x99s space and vice versa, and the troop can move through any opening large enough for a Small or Medium humanoid. Additionally, the troop has advantage on  Strength  checks,  Strength  saving throws, and any saving throw made against effects that target a single creature, but disadvantage on any saving throw made against effects that target an area. \n'b'\n'b' Actions \n'b'\n'b' A troop of commoners cannot use the  Attack  action unless you possess the Soldiers talent. \n'b'\n'b' Equipping A Troop \n'b' A troop can ride a mount, wear armor if it is proficient, or use a different type of weapon if it is proficient, so long as 20 copies of the mount or item have been supplied to outfit the troop. To determine the damage a troop deals with a weapon, increase a weapon\xe2\x80\x99s damage die by two sizes and multiply the number of rolled dice by x2, or x1 if the troop has half its hit points or fewer. \n'b' Spell attacks, melee or ranged, do not have their damage increased in a troop, nor do they have their damage reduced in a troop if they are at half hit points or fewer.'