Medium Humanoid (Any Race), Chaotic Evil
Armor Class 10 Natural Armour
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Blood Mad Creatures are surrounded with a haze of “Madness”. When attacked by a Blood Mad Commoner a PC must make a DC 12 Wisdom Saving throw or the commoner has advantage on its attacks whilst attacking the same target. 


This effect end when the Commoner is disengaged from or is killed. 

Upon defeat, anything within 5ft must make a DC10 CON save or have advantage against it on all attacks for the next round. 

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Description

A Commoner inflicted with the Blood Madness. Mindless and rambling they attack anything that is not infected with the Madness. There are some exceptions to this rule. 

There are 3 levels of blood madness. 

1. They do not have any extra traits or differences to normal commoners. 

2. PC’s to role DC12 WIS saving through or have advantage on attacks against them. Upon death a DC10 CON save must be made or the save or the next round all attacks have advantage against them. 

3. Every round commoners must make a DC15 CON save or turn into a Mad Creature. All features from level 2 also apply. 

Monster Tags: NPCfiend

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

JamesSlater

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