Medium Aberration (Any Race), Neutral Evil
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.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

AM_DM

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