Medium Humanoid (Half-Elf), Any Non-Lawful Alignment
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
12 (+1)
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish plus one additional language.
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Fey Ancestry. Half-elf commoners have advantage on saving throws against being charmed, and magic can’t put them to sleep.

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if wielded with two hands.

Description

Half-elf commoners vary depending on which half raised them. If raised elves, they tend to become wanderers and to act as emissaries among humans. If raised by humans, they tend to follow the professional patterns of their parents and the culture they were raised among. A half-elf commoner will likely flee if confronted with danger.

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

Monster Tags: NPC

Habitat: CoastalForestGrasslandHillUrban

matthall2189

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