Medium Humanoid (Any Race), Unaligned
Armor Class 10 or Whatever Armor of choice.
Hit Points 9 (1d8 + 1)
Speed 30 ft.
STR
12 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws STR +3, CON +3, WIS +2
Skills Athletics +3, Investigation +3, Religion +3, Stealth +2
Damage Vulnerabilities Psychic
Senses Passive Perception 11
Languages Common, Telepathy With Self Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Hit Dice: The Adventurer has 1 Hit Dice to regain 1d8 HP during a short rest.
The Hit Dice is only regain by taking a long rest.

Actions

Weapon Attack. Melee Weapon Attack: 
Use the stat for whatever Melee weapon
(EX: Shortsword)
To hit, 1d20 + 3
1d6 + 1 piercing damage..

"Dash/Disengage/Dodge Action"

Description

Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.

But this is a Common Adventurer, so basically a the Nerds, Jocks, Acting club guys, and Religion/Cult edgebois.

Monster Tags: NPCelfhumanoiddwarfHumanhalf-elfhalf-orc

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

RedrumZombies

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