Armor Class
10
Hit Points
3
(1d6)
Speed
25 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
12
(+1)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws
INT +3
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Common, Gnomish
Challenge
0 (10 XP)
Proficiency Bonus
+2
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Description
Gnome commoners vary a bit depending on if they are forest or rock gnomes, though most have a few different professions over the course of their lives. If confronted with danger, gnomes will likely freeze before trying to escape.
Deep gnomes, due to their precarious position in the Underdark, don't really have "commoners," and should use the statistics from the Monster Manual instead.
Inspired by Keith Ammann of The Monsters Know What They're Doing
Comments