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

360° Sight. The Kemonomimi can See in any Direction without Turning it's head and has advantage on Wisdom (Perception) Checks that Rely on Sight.

Jump. The Kemonomimi has a Long Jump distance of 20 ft, and a High Jump Distance of 6 ft.

Actions

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

Helpless (1/Day). The Kemonomimi Acts Cute, Helpless, and Non threatening, in Doing So it Casts the  Sanctuary Spell On itself, when Casting it in this way it cannot be dispelled. Charisma is it's Spellcasting ability (DC 10).

Description

Commoners include peasants, serfs, servants, pilgrims, merchants, artisans, and hermits.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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