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.
Comments