The following Macros will allow the DM to easily utilize the Handling Mobs table on page 250 of the DMG This is the main macro which will ask the user two input values once you click it: First, your target's AC Second, the enemy mob's To Hit /w gm &{template:default} {{name=Mob Damage}} {{D20 Roll Needed [[(?{Target AC|0}-?{Enemy Hit Mod|0})]]}} {{01 ~ 05: [01 Attackers Per Hit](!
#01Attackers )}} {{06 ~ 12: [02 Attackers Per Hit](!
#02Attackers )}} {{13 ~ 14: [03 Attackers Per Hit](!
#03Attackers )}} {{15 ~ 16: [04 Attackers Per Hit](!
#04Attackers )}} {{17 ~ 18: [05 Attackers Per Hit](!
#05Attackers )}} {{19: [10 Attackers Per Hit](!
#10Attackers )}} {{20+: [20 Attackers Per Hit](!
#20Attackers )}} It will subtract the To hit value by the target's AC to give you the D20 Roll Needed for the corresponding table that it will also create in a GM whisper The example below is an enemy hit modifier of 5, subtracted from a target's AC of 26, which will give you the result of 21, with this information you can now select the correct root macro to input the remaining values. The next step is to create the seven sub macros: You'll need to name them correctly so that the names match their rooted # i.e. 01Attackers 02Attackers 03Attackers 04Attackers 05Attackers 10Attackers 20Attackers In each subsequent Macro you will need to create the following: /w gm &{template:default} {{name=01 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/1)*?{Average Damage|0}})]]}} The above is an example of the 01Attackers Root macro, each corresponding macro will need both its name changed and the amount it is divided by, for simplicity I'll make these adjustments for you: 01Attackers: /w gm &{template:default} {{name=01 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/1)*?{Average Damage|0}})]]}} 02Attackers: /w gm &{template:default} {{name=02 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/2)*?{Average Damage|0}})]]}} 03Attackers: /w gm &{template:default} {{name=03 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/3)*?{Average Damage|0}})]]}} 04Attackers: /w gm &{template:default} {{name=04 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/4)*?{Average Damage|0}})]]}} 05Attackers: /w gm &{template:default} {{name=05 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/5)*?{Average Damage|0}})]]}} 10Attackers: /w gm &{template:default} {{name=10 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/10)*?{Average Damage|0}})]]}} 20Attackers: /w gm &{template:default} {{name=20 attackers per hit:}} {{Damage: [[floor(?{Number of attacking enemies|0}/20)*?{Average Damage|0}})]]}} These root macros will ask the user two input values once you click them: First, the number of attacking enemies Second, said enemies average damage It will multiply the number of enemies by their average damage and then divide the result by how many attackers it will take to land a hit. The below example is the macro over the course of its full process, asking for the target's AC, the enemies Hit Mod, and the results of that data; then continuing on to your selected root macro and the results after inputting the number of enemies and their average damage. Have fun all ^_^