Armor Class
11
unarmored
Hit Points
13
(2d8 + 4)
Speed
30 ft.
STR
12
(+1)
DEX
12
(+1)
CON
14
(+2)
INT
8
(-1)
WIS
10
(+0)
CHA
8
(-1)
Skills
Sleight of Hand +3
Senses
Passive Perception 10
Languages
Deep Speech Any one language (usually Common)
Challenge
1/8 (25 XP)
Proficiency Bonus
+2
Traits
Chitinous Shell. As a bonus action, the aberrant commoner can develop a hard, crustacean-like shell. When it uses this adaptation and are not wearing heavy armor, it gains a +2 to AC. However, this reduces its speed by 10 feet. This adaptation lasts for 1 minute or until it is knocked unconscious. On its turn, it may use a bonus action to end this effect.
Actions
Tentacle. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Description
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. This one has been warped by the powers of the Far Realm, and now serves an awakened psionic dread power.
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