Medium Humanoid (Elf), Any Chaotic Alignment
Armor Class 11
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Elvish
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. Elf commoners have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Actions

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

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.

Description

Elf commoners include herbalists, trackers, scholars, and many other roles, depending on the elf's subrace. Most elves prefer to avoid fighting and will flee in most cases, though they may respond to aggression with their shortbows.

Inspired by Keith Ammann of The Monsters Know What They're Doing

Monster Tags: NPC

Habitat: CoastalForestHillSwampUrban

matthall2189

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